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Hero points
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<blockquote data-quote="Haltherrion" data-source="post: 1480729" data-attributes="member: 18253"><p>For out next campaign setting, we are experimenting with a house rule for hero points- something that lets players improve the odds on a few select rolls. We have had some back and forth on it. Below is the third complete reformulation. We are still kicking tihs one around and would appreciate any comments; thoughts on them from "I've tried this sort of thing before and it sucks" to minor tweaks.</p><p> </p><p>In this setting, there will be a charatcer selection process (<a href="http://www.four-hands.com/marcsdnd/Ophir/ophir_draft.htm" target="_blank">draft</a>) that will determine among other things, how many hero points a character gets per level but for the sake of discussion here, assume 3 per level and a maximum of 9 at any one time.</p><p> </p><p><strong>The Heroic</strong></p><p></p><p>In fiction, myth and legend, the hero always seems to pull off the impossible just when it really matters. In standard D&D, the players are at the mercy of the dice. It would be really nice if at the campaign climax, the paladin's smite evil attack actually hit the foe but in D&D there is no guarantee of that. The hero point system is intended to give the PCs a little more control over their destiny and increase the number of heroic moments in a campaign.</p><p></p><p><strong>Use of Hero Points</strong></p><p></p><ul> <li data-xf-list-type="ul">Hero points can only be used during one attack of any sort (spell, melee, ranged, etc.) per NPC per round. This means those with better initiative can preempt those with poorer initiative. You can use multiple points on the same attack (say one point on the to-hit and a second on the critical threaten) but you cannot use points on two separate attacks (such as two separate arrow attacks in one full-round attack action). This means that if one PC has already used hero points against an NPC, a second PC later in the same round cannot use hero points against that NPC.</li> <li data-xf-list-type="ul">Hero points only effect die rolls after the player declares their use. You cannot make a roll <strong>then</strong> decide to use hero points.</li> <li data-xf-list-type="ul">Hero points can only be spent on an action executed by the character using the points. You cannot use them on another character's action, be they cohort, fellow PC or what not with <strong>one exception:</strong> a character can use hero points for a defensive roll (usually a saving throw or a skill check) for a mind-linked special follower (generally a familiar or a special mount). It is up to the referee to determine whether the action is defensive. It could include an attack by a familiar in defense of an incapacitated master in certain circumstances. More typically, it would apply to the familiar's saving throw.</li> <li data-xf-list-type="ul">Hero points affect the PC's action, not the NPC's rolls or actions. It may make the DC of a spell higher but it cannot reduce or otherwise affect the NPC's saving throw roll.</li> </ul><p>Otherwise, there are no other restrictions on hero points. For instance, if a red dragon caught every member of the party with its breathe weapon, every member of the party could opt to use hero points on the saving throw.</p><p> </p><p><strong><span style="font-size: 15px">Using Hero Points</span></strong></p><p># Hero points: Use</p><p>1/2/3: +10/+20/+40 to a to-hit, threatened critical roll, saving throw, spell penetration or skill check.</p><p>1: maximize damage from a melee or ranged weapon.</p><p>1: Empower, extend or enlarge a spell at no change to spell level.*</p><p>2: Maximize or widen a spell at no change to spell level.*</p><p>1/2/3: +2/+4/+8 to spell DC or dispel magic check.</p><p>2: maximize a die roll not listed here.</p><p> </p><p><em>*Sorcerers, bards and mystics require full round action. The metamagic-like effects can be stacked. For instance, an empowered, maximized spell would cost 3 points.</em></p><p> </p><p>Actual amount of hero points per level and maximum at any one time are determined in the <a href="http://www.four-hands.com/marcsdnd/Ophir/ophir_draft.htm" target="_blank"><span style="color: #800080">draft</span></a> by the number of <a href="http://www.four-hands.com/marcsdnd/Ophir/laurel_wreaths.htm" target="_blank"><span style="color: #800080">Laurel Wreath</span></a> cards.</p><p></p><p><strong>Notes on Hero Points</strong></p><p></p><p>Very occasionally, an action might earn a bonus hero point and even more rarely, a change to the number of points a character gains per level and his or her maximum points. These cases occur for a truly heroic action and require the agreement of all players present and the referee.</p><p></p><p>Inappropriate use of hero points, as determined by the referee, can result in being docked hero points or a decrease to the points per level or point maximum. For example, using a hero point to make a "drinking" check in a bar because the character is at maximum points and is about to go up a level and is going to lose the points anyway is in nearly all cases an inappropriate, non-heroic use and will be penalized.</p><p></p><p>NPCs do not have hero points.</p></blockquote><p></p>
[QUOTE="Haltherrion, post: 1480729, member: 18253"] For out next campaign setting, we are experimenting with a house rule for hero points- something that lets players improve the odds on a few select rolls. We have had some back and forth on it. Below is the third complete reformulation. We are still kicking tihs one around and would appreciate any comments; thoughts on them from "I've tried this sort of thing before and it sucks" to minor tweaks. In this setting, there will be a charatcer selection process ([url="http://www.four-hands.com/marcsdnd/Ophir/ophir_draft.htm"]draft[/url]) that will determine among other things, how many hero points a character gets per level but for the sake of discussion here, assume 3 per level and a maximum of 9 at any one time. [b]The Heroic[/b] In fiction, myth and legend, the hero always seems to pull off the impossible just when it really matters. In standard D&D, the players are at the mercy of the dice. It would be really nice if at the campaign climax, the paladin's smite evil attack actually hit the foe but in D&D there is no guarantee of that. The hero point system is intended to give the PCs a little more control over their destiny and increase the number of heroic moments in a campaign. [b]Use of Hero Points[/b] [list] [*]Hero points can only be used during one attack of any sort (spell, melee, ranged, etc.) per NPC per round. This means those with better initiative can preempt those with poorer initiative. You can use multiple points on the same attack (say one point on the to-hit and a second on the critical threaten) but you cannot use points on two separate attacks (such as two separate arrow attacks in one full-round attack action). This means that if one PC has already used hero points against an NPC, a second PC later in the same round cannot use hero points against that NPC. [*]Hero points only effect die rolls after the player declares their use. You cannot make a roll [b]then[/b] decide to use hero points. [*]Hero points can only be spent on an action executed by the character using the points. You cannot use them on another character's action, be they cohort, fellow PC or what not with [b]one exception:[/b] a character can use hero points for a defensive roll (usually a saving throw or a skill check) for a mind-linked special follower (generally a familiar or a special mount). It is up to the referee to determine whether the action is defensive. It could include an attack by a familiar in defense of an incapacitated master in certain circumstances. More typically, it would apply to the familiar's saving throw. [*]Hero points affect the PC's action, not the NPC's rolls or actions. It may make the DC of a spell higher but it cannot reduce or otherwise affect the NPC's saving throw roll. [/list]Otherwise, there are no other restrictions on hero points. For instance, if a red dragon caught every member of the party with its breathe weapon, every member of the party could opt to use hero points on the saving throw. [b][size=4]Using Hero Points[/size][/b] # Hero points: Use 1/2/3: +10/+20/+40 to a to-hit, threatened critical roll, saving throw, spell penetration or skill check. 1: maximize damage from a melee or ranged weapon. 1: Empower, extend or enlarge a spell at no change to spell level.* 2: Maximize or widen a spell at no change to spell level.* 1/2/3: +2/+4/+8 to spell DC or dispel magic check. 2: maximize a die roll not listed here. [i]*Sorcerers, bards and mystics require full round action. The metamagic-like effects can be stacked. For instance, an empowered, maximized spell would cost 3 points.[/i] Actual amount of hero points per level and maximum at any one time are determined in the [url="http://www.four-hands.com/marcsdnd/Ophir/ophir_draft.htm"][color=#800080]draft[/color][/url] by the number of [url="http://www.four-hands.com/marcsdnd/Ophir/laurel_wreaths.htm"][color=#800080]Laurel Wreath[/color][/url] cards. [b]Notes on Hero Points[/b] Very occasionally, an action might earn a bonus hero point and even more rarely, a change to the number of points a character gains per level and his or her maximum points. These cases occur for a truly heroic action and require the agreement of all players present and the referee. Inappropriate use of hero points, as determined by the referee, can result in being docked hero points or a decrease to the points per level or point maximum. For example, using a hero point to make a "drinking" check in a bar because the character is at maximum points and is about to go up a level and is going to lose the points anyway is in nearly all cases an inappropriate, non-heroic use and will be penalized. NPCs do not have hero points. [/QUOTE]
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