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<blockquote data-quote="dbm" data-source="post: 9873965" data-attributes="member: 8014"><p>I like a well implemented meta currency system. They are all over the place these days so that’s fortunate for me, I guess. </p><p></p><p>The implementation of Inspiration in 5e D&D was an example of a poorly implemented meta currency in my opinion, primarily because you had to choose to use it in advance which can be very disappointing as a player. ‘Heroic Inspiration’ in 5.5 is better since you can choose to use it after the fact and therefore it feels more likely to make a difference as a character. </p><p></p><p>I really like bennies in Savage Worlds. You need to see them in the context of the system as a whole. Bennies have three primary uses. </p><p></p><p>First, they allow you to soak wounds. In a system where pretty much any character can only take three wounds before being incapacitated this is an important use of bennies and allows you to keep your character up and active for longer. It also hooks in to increasing stats (since soaking involves a stat-based roll) so it reflects one aspect of character advancement in a system where, again, you don’t really gain any more ‘hit points’ as you level up. </p><p></p><p>The second major use is allowing re-rolls. This helps mitigate those rolls where your character should be really good at something but you still managed to roll a 1 and a 2 on your dice (usually you can’t re-roll a double-1 crit fail). It adds to the ‘big damn heroes’ feel of the game without needing to simply increase the overall skill of a character and is one of the things which means PCs feel capable from the get-go.</p><p></p><p>The third major use is to automatically stop being shaken (you get a roll for free, but can buy automatic success) which helps player characters, again, feel more capable than most others. </p><p></p><p>All these things apply to NPCs as well as PCs in the system, so the GM also has both a general pool of bennies plus specific bennies for their NPC wild cards. The bennies are helping smooth out some of the spiky elements of the system. There are other things that bennies can be used for but these three primary ones are so important they tend to dominate use at the table. If you consider hit points to be a combination of luck and ‘meat points’ then bennies are providing a very similar output but in a more differentiated way.</p><p></p><p>So, in the context of the system as a whole, bennies are an important tool to help the game create its pulp-action feel.</p></blockquote><p></p>
[QUOTE="dbm, post: 9873965, member: 8014"] I like a well implemented meta currency system. They are all over the place these days so that’s fortunate for me, I guess. The implementation of Inspiration in 5e D&D was an example of a poorly implemented meta currency in my opinion, primarily because you had to choose to use it in advance which can be very disappointing as a player. ‘Heroic Inspiration’ in 5.5 is better since you can choose to use it after the fact and therefore it feels more likely to make a difference as a character. I really like bennies in Savage Worlds. You need to see them in the context of the system as a whole. Bennies have three primary uses. First, they allow you to soak wounds. In a system where pretty much any character can only take three wounds before being incapacitated this is an important use of bennies and allows you to keep your character up and active for longer. It also hooks in to increasing stats (since soaking involves a stat-based roll) so it reflects one aspect of character advancement in a system where, again, you don’t really gain any more ‘hit points’ as you level up. The second major use is allowing re-rolls. This helps mitigate those rolls where your character should be really good at something but you still managed to roll a 1 and a 2 on your dice (usually you can’t re-roll a double-1 crit fail). It adds to the ‘big damn heroes’ feel of the game without needing to simply increase the overall skill of a character and is one of the things which means PCs feel capable from the get-go. The third major use is to automatically stop being shaken (you get a roll for free, but can buy automatic success) which helps player characters, again, feel more capable than most others. All these things apply to NPCs as well as PCs in the system, so the GM also has both a general pool of bennies plus specific bennies for their NPC wild cards. The bennies are helping smooth out some of the spiky elements of the system. There are other things that bennies can be used for but these three primary ones are so important they tend to dominate use at the table. If you consider hit points to be a combination of luck and ‘meat points’ then bennies are providing a very similar output but in a more differentiated way. So, in the context of the system as a whole, bennies are an important tool to help the game create its pulp-action feel. [/QUOTE]
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