Ideas for hero points?

Elodan

Adventurer
I've recently added action points to my campaign as they are much more useful and in line with the way things have been going and it's style (heroic high fantasy).

Originally I was using Hero points from Arcana Evolved which are somewhat similar but a little more powerful. I was only giving them out for heroic actions. I would like to keep the idea, so do something heroic and get a Hero Point, but I'm somewhat stumped as to what benefit they should give. Ideas?

Thanks.
 

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In my game hero points can be traded for a natural 20 on any d20 roll.

Obviously I give them out sparingly, as even 2 of them has the power to threaten and confirm a critical on anything. . . :)
 

When I use Hero Points, I allow a lot of freedom in how characters might propose to use them. Generally adjustments are d8 adjustments to just about any roll.

Some uses I have allowed.
I have allowed an adjustment to their DC of a spell cast.
I have allowed a Hero Point to spontaneously remember a previously cast spell.
I have allowed increases on attack rolls, using the result as if it was unmodified (ie. almost assures a crit).
I have allowed adjustments to saves (even after initial result is rolled).
I have allowed adjustments to Turning Rolls
I have allowed adjustments to Skill Checks made during combat/time critical situations (but not for slow crafting checks, or other non-heroic events - ie. not on take 10/20 events).
I have allowed an auto-stabilize for an otherwise dying character.
 


I used hero point about 10 years ago and was never satified w/how the game played,it made the PCs alittle too powerful.I .in the last 2 weeks came upon the idea of action cards.Where you hand one out for good rping or great tactics.The cards vary greatly-I have a list of about 70 of them.Plus w/ no set rules on when to give them out,I can control how many the PCs have
Cards are like:
Catch breath(full round action)gain 2-6 HP
Step lively-add 3" to your movement 1 round
Avoid fate -critical hit becomes normal hit
Take 10-standard action
Mighty Blow Plus 2-7 Damage depending on card
Better than that -plus one to any roll
 

I made up a big pile of cards, each one details a way to use one or more Hero Points. I hand these out for excellent playing, or as other rewards. Players can then play a card during the game and apply its effect to the character.

Some of them include being able to auto-stabilize at -9, having a natural 1 not be an automatical failure if it would otherwise hit or save, gaining a special ability for a round or two, etc.

The better once cost more Hero Points to use, and it's up to the player to decide whether to spend those points.

They can always use a Hero Point to roll some extra dice to add to the d20 roll (like in d20 Modern).

Dave
 

Here's mine:

* Use #1: "Use the Force, Luke!" -- add dice to a roll... nearly any roll (except HP), depending on your character level (ECL, not just HD). You must decide to use your Fate Point before rolling. Extra dice as follows:
- 1-4: +1d6
- 5-8: +1d8
- 9-12: +2d6
- 13-16: +2d8
- 17-20: +3d6

* Use #2: "Hold my beer. Watch this!" Pull off a daring stunt by "taking 20" on a single skill check. You spend the point and don't have to roll.

* Use #3: "I'm not dead yet!" -- avoid going into negative hp, instead you have exactly 0 hp.

* Use #4: "Judo-chop!" -- automatically confirm a single critical hit.

* Use #5: "Let me check my notes..." -- You gain an immediate clue to your current situation. This may be anything from "think word puzzle" to "they're immune to /mind-affecting/ effects".


I give out "Fate Points" for:
1/ Writing a good journal entry;
2/ Doing maps or artwork; or
3/ Pretty much anything else out-of-game which helps the game.

Basically, the more you support the game, the more the universe loves your PC.

Cheers, -- N
 

I briefly used once a Luck system, superficially similar to Hero points. It promised, but needed some practice to use it well, and work to round and finish it. It goes as follows:

There are those situations that while somewhat common are not defined in the rules, and their arbitrary inclusion could strike the players as, well, arbitrary. Horses lose horseshoes, the inkeeper's mood may be hellish becaue he has a toothache, weapons break, it rains when and where it shouldn't or your tailor found you, waving with a big bill. On the other hand, the sentinel may think it's time to pee when you approach, there could be a forgotten and somewhat rusty dagger hidden behing a loose brick in the cell's wall, you can find a forgotten friend (who has a warm fireplace and some information) or, you know, have good luck. The kind of good luck you it makes you think your DM is a little too generous.

Using the Luck system you award a Luck chip to the player most directly affected by it when something arbitrary and bad happens. He keeps the chip and can spend it when he thinks he needs some extra help; he declares in general terms what he'd like to happen, or the benefit he'd like, and the DM decides the final outcome. In case several characters are equally affected by the bad luck, randomly decide who gets the luck chip.

Luck chips are only awarder by unscripted outcomes not directly derived from the adventure's plot. For example, if the bad guy Scrys the party and ambushes them, it comes from the bad guy's capabilities and no Luck is "awarded". The same if the bad guy is rich enough to hire a wizard to scry the party, assuming there are available wizards for hire. But if the bag guy is poor and you decide the party was unlcky and a bag guy's henchman saw them entering their hideout, or no casters for hire are readily available and it's a matter of pure bad luck the bag guy got him, then the luck chip is awarded.

Also, avoid game mechanics when deciding the result of a Luck event, good or bad. A bad luck event should introduce new obstacles for the party to overcome, instead of making existing ones more difficult by introducing a mathematical modifier. As an example, suppose the heroes are fighting on a ship, after rescuing the princess. You can tell the hero's player character that he stepped on a puddle of blood and his feet got slippery, and will suffer a -2 penalty to hit and AC (boring) or tell him the the princess is being chased by an enemy and is climbing the mast. Now he has to deal with the bag guys, and rescue the princess (again)

There's no limit to the number of unlucky events (and luck chips) the DM can set, or more appropiately invent on the fly. It's his respnsibility to use them to improve the game.

There's however a limit to how many chips can a character hold, equal to one plus 1/5 of their level, rounding up. If they have the max number of chips, they can't gain new chips. That way, they'll spend them frequently, instead of hoarding them and being afraid of using them.
 

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