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Hitting "reset": A counterpoint to "gritty" 4e
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<blockquote data-quote="ruleslawyer" data-source="post: 3978710" data-attributes="member: 1757"><p>My solution as well. Our current game allows spending "glory points" from <em>Mastering Iron Heroes</em> (which are different from standard d20 APs in that you earn them by committing deeds of valor) to add to the results of any d20 roll (attack, save, defense, skill, or ability check). You can also spend glory points to avoid conditions: From as little as 1 to avoid being weakened or dazed, up to 10 to avoid death. In the latter event, the attack that would have killed you simply doesn't happen. I also allow a player to spend a character's existing glory point total, if it is less than 10, to turn "dead" into "dying." Finally, a character's allies can give their own glory points to the character to use on a 1-for-1 basis.</p><p></p><p>This accomplishes a few things: First, it removes basically any chance of "accidental" death. You can probably spend enough points to turn that failed save against (deadly) poison into a success, or cause the sorcerer's arcane bolt to miss. Second, it keeps the risk of death, but death then becomes a <em>cost</em> as much as a <em>penalty</em>. This echoes the current raise dead/resurrection mechanics, but without the "reboot" quality of those spells. At some point you will run out of glory points, and that final blow, spell, or poison will be unavoidable. Third, it encourages risk-taking and heroism, since more heroism earns you more glory points, which mitigate the risks of failure.</p><p></p><p>Fourth, it encourages teamwork; in our last session, one of the PCs was possessed by a spirit and chased a group of orcs to another dungeon level, only to come face to face with the orc chieftain and his bodyguard. The other PCs arrived too late to stop the attack that would have killed their friend, but donated their points to him to add to his defense roll, causing the orc chief to miss.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 3978710, member: 1757"] My solution as well. Our current game allows spending "glory points" from [i]Mastering Iron Heroes[/i] (which are different from standard d20 APs in that you earn them by committing deeds of valor) to add to the results of any d20 roll (attack, save, defense, skill, or ability check). You can also spend glory points to avoid conditions: From as little as 1 to avoid being weakened or dazed, up to 10 to avoid death. In the latter event, the attack that would have killed you simply doesn't happen. I also allow a player to spend a character's existing glory point total, if it is less than 10, to turn "dead" into "dying." Finally, a character's allies can give their own glory points to the character to use on a 1-for-1 basis. This accomplishes a few things: First, it removes basically any chance of "accidental" death. You can probably spend enough points to turn that failed save against (deadly) poison into a success, or cause the sorcerer's arcane bolt to miss. Second, it keeps the risk of death, but death then becomes a [i]cost[/i] as much as a [i]penalty[/i]. This echoes the current raise dead/resurrection mechanics, but without the "reboot" quality of those spells. At some point you will run out of glory points, and that final blow, spell, or poison will be unavoidable. Third, it encourages risk-taking and heroism, since more heroism earns you more glory points, which mitigate the risks of failure. Fourth, it encourages teamwork; in our last session, one of the PCs was possessed by a spirit and chased a group of orcs to another dungeon level, only to come face to face with the orc chieftain and his bodyguard. The other PCs arrived too late to stop the attack that would have killed their friend, but donated their points to him to add to his defense roll, causing the orc chief to miss. [/QUOTE]
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