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<blockquote data-quote="Celtavian" data-source="post: 983794" data-attributes="member: 5834"><p><strong>re</strong></p><p></p><p>Players receive one point per level.</p><p></p><p>They are able to do the following:</p><p>1. Turn a killing hit into a blow that knocks them unconcious. 1 pt.</p><p></p><p>2. Turn a killing blow into a miss, they are able to stay concious and keep fighting. 2 pts.</p><p></p><p>3. Automatically succeed at a saving throw, skill check or ability check. 1 pt.</p><p></p><p>4. Automatically bypass SR or DR for one spell or one blow. 1 pt.</p><p></p><p>5. Gain a +10 unnamed bonus to attack. 1 pt.</p><p></p><p>6. Automatically land a single attack. 2 pts.</p><p></p><p>7. Increase the DC of a saving throw for a spell or similar abilty by +4. 1 pt.</p><p></p><p>8. Cause a being to fail its save. 2 pts.</p><p></p><p></p><p>Once spent they do not replenish. I kind of view them like the nine lives of a cat that they can spend on many different aspects of the game where making a roll might be crucial or to avoid death.</p><p></p><p>Since I have instituted this rule, it has really helped smooth out my games as far as story is concerned. Pesky 1's on saves for death spells that Player's should have made. The Player's can now avoid death if they get hammered by a crit, sometimes they remain standing and sometimes they choose to go unconcious because it is wiser to do so. A caster can beat the SR of a creature they are rolling poorly against. Basically, a way to survive or succeed when situations look dire.</p><p></p><p>They gain so few, that they are precious to the players and spent only when in dire need. I also give major villains that I want to be reoccurring villain points equal to half their level. I assume some of their points have been spent since villains usually start as higher levels as NPC's. I use a villain's points when I need them to survive or succeed at something to carry on the adventure.</p><p></p><p>I don't like arbitrary systems of divine intervention because then there are no built in limits to how far it can go save for DM decision. The Hero Point system puts a limit on the number of times a Player can experience divine grace or whatever a person might call it. It works well for our campaigns and helps smooth the story out when the randomness of rolls might interfere with it.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 983794, member: 5834"] [b]re[/b] Players receive one point per level. They are able to do the following: 1. Turn a killing hit into a blow that knocks them unconcious. 1 pt. 2. Turn a killing blow into a miss, they are able to stay concious and keep fighting. 2 pts. 3. Automatically succeed at a saving throw, skill check or ability check. 1 pt. 4. Automatically bypass SR or DR for one spell or one blow. 1 pt. 5. Gain a +10 unnamed bonus to attack. 1 pt. 6. Automatically land a single attack. 2 pts. 7. Increase the DC of a saving throw for a spell or similar abilty by +4. 1 pt. 8. Cause a being to fail its save. 2 pts. Once spent they do not replenish. I kind of view them like the nine lives of a cat that they can spend on many different aspects of the game where making a roll might be crucial or to avoid death. Since I have instituted this rule, it has really helped smooth out my games as far as story is concerned. Pesky 1's on saves for death spells that Player's should have made. The Player's can now avoid death if they get hammered by a crit, sometimes they remain standing and sometimes they choose to go unconcious because it is wiser to do so. A caster can beat the SR of a creature they are rolling poorly against. Basically, a way to survive or succeed when situations look dire. They gain so few, that they are precious to the players and spent only when in dire need. I also give major villains that I want to be reoccurring villain points equal to half their level. I assume some of their points have been spent since villains usually start as higher levels as NPC's. I use a villain's points when I need them to survive or succeed at something to carry on the adventure. I don't like arbitrary systems of divine intervention because then there are no built in limits to how far it can go save for DM decision. The Hero Point system puts a limit on the number of times a Player can experience divine grace or whatever a person might call it. It works well for our campaigns and helps smooth the story out when the randomness of rolls might interfere with it. [/QUOTE]
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