EDIT: Updated Version 1.1. See changelog at the bottom of the post for updates.
Stalker0’s Hero Point System Ver 1.1
Quick Introduction: Here's the 30 second summary of what this system does:
1) More frequent, more flexible action points: Hero Points are gained quicker than AP (one per encounter instead of milestone) and allow more options. However getting extra actions requires more points.
2) Can recharge powers during combat, and greater ability to overcome conditions: The two hallmarks of Hero points allow players to get recharge rolls (like monsters) and to grant them extra saving throws to overcome conditions.
3) Actions outside your turn: Extra actions with this system are more expensive than with normal Action Points, but you can take them outside your turn, granting more flexibility than normal.
4) Monsters get to play too: Elite and Solo monsters get some of the benefits of hero point use as well!
Replaces Action Points: This system is designed to overwrite the current AP system.
Gaining Hero Points: Players start a session with one hero point and gain an additional hero point at the end of each encounter. After an extended rest, hero points reset to 1.
Spending Hero Points: Hero points can only be spent during an encounter, not during a surprise round, and not until you have begun your first turn in initiative. Hero points require no action to use and can be spent even when it is not your turn; they can even be spent by a creature incapable of normal actions. Multiple hero points can be spent in the same round or encounter.
Hero Point Actions
[sblock]
Costs Special
Moment of Clarity (PC only): A creature can immediately swap one of their unexpended active powers with a power from their reserves. Special: A player can use this ability whenever spending a hero point for another effect.(Designed in conjunction with my reserve power system, not included)
Costs 1 Point:
Focused Attack: You gain combat advantage on your next attack roll.
Power Surge (PC only): Give one attack or utility power the Recharge keyword (see below). This only applies to at-will or encounter powers. Effect lasts for the rest of the encounter. If this is done at the beginning of your turn, you can immediately roll the recharge roll.
Refuse the Grave (PC only): The creature gains a +5 bonus to his next death saving throw. Multiple hero points do not stack with this effect.
Saving Grace: The creature makes an immediate saving throw against one effect, even one that does not normally allow a saving throw.
Seize the Moment: You make an immediate recharge roll for any at-will/encounter utility or attack power (dailies with the recharge keyword also apply). The recharge roll is on a 5,6 unless the power has a better recharge rate. Special: This ability has no cost when used in conjunction with Second Wind, Total Defense, or Inspire Heroics (see below).
Costs 2 Points:
Heroic Action: The creature gains one standard, move, or minor action. Unlike a regular action, a heroic action can take place at any time in the initiative but cannot interrupt other actions (with the exception of movement). A creature’s initiative does not change due to using a heroic action. A creature incapable of normal actions can still take heroic actions.
Determined Assault: You can reroll one failed attack roll and get a +2 to the new attack roll.
Costs 4 Points
Greater Power Surge (PC Only): Give one daily utility or attack power the Recharge keyword (see below). Effect lasts for the rest of the encounter or until the power first recharges. If this is done at the beginning of your turn, you can immediately roll the recharge roll. [/sblock]
Recharging Powers
[sblock]
Recharge Keyword
1) Power gains recharge “6”, however, recharge rolls are made even if the power is unexpended.
2) If an unexpended (or at will) power is recharged, the action required to use the power reduces by one the next time the power is used (standard -> move, move -> minor, minor -> free. Immediate and Opportunity actions are not affected). This bonus does not stack with itself.
3) Powers can only recharge during an encounter. All powers with the recharge keyword automatically recharge at the end of the encounter.
Second Wind/Total Defense (addition)
1) Use can immediately use the Seize the Moment hero point ability without spending a hero point.
Inspire Heroics: Standard Action
1) Choose one ally adjacent to you. That ally can immediately use the Seize the Moment hero point ability without spending a hero point.
3) You can give one of your hero points to your ally if you choose.
3) A character can be affected by multiple uses of Inspire Heroics
[/sblock]
Converting Action Points to Hero Points: Feats, Monsters, and Paragon Paths
[sblock]
Elite/Solo Monsters
1) Instead of action points, Elite monsters receive 2 “villain” points, Solo monsters receive 3.
2) Monsters can use all hero point abilities except the ones noted as PC only.
Powers that give Action Points
1) A power that gives an action point now gives a hero point.
2) Hero points gained by powers can be spent just like regular hero points, and multiple points can be spent in the same encounter.
Feats/Paragon Paths and Hero Points:
1) Unless an exception is noted, spending a hero point is the same as spending an action point for feats and paragon path abilities that use action points.
2) If a feat or paragon path says you can spend an action point to take an extra action and gain an additional benefit, you can spend a hero point to get the normal hero point benefit and the benefit of the feat or paragon path.
3) If the feat or paragon path requires that you spend an action point and not gain an extra action, then you can spend a hero point to get the feat or paragon path’s benefit but do not gain the normal benefit of the hero point.
4) Note on Action Surge Feat: See below for how the feat has been changed.
5) Alteration to Paladin’s Astral Weapon Paragon Path ability
a. Astral Rejuvenation Action: Whenever spending a hero point, the Astral Weapon can choose to spend one additional hero point in order to regain one paladin encounter power he has already used. He gains no other benefit from spending this extra hero point.[/sblock]
Optional Additions:
The following are addendums to the Hero Point system. Each is completely optional and interchangeable, you can use as many or as few of them as you like.
Dramatic Moments
[sblock]There are moments in a battle when tensions run especially high. When a dramatic moment occurs, all party members, elite, and solo monsters receive 1 hero point. The hero point must be spent by the end of each character’s next turn. Some examples of heroic moments are as follows:
1) The first time in a combat a party member drops below 0.
2) Whenever a party member dies.
3) The first time in a combat a solo monster becomes bloodied.
4) Whenever an elite or solo monster is defeated.
5) Other moments, at the Dm’s discretion.
[/sblock]
New Feats that use Hero Points
[sblock]
Action Surge (changed from the normal feat)
Prereq: Human
Benefit: Whenever you spend a hero point, you gain +2 to attack rolls until the end of your next turn.
Arcane Empowerment
Prereq: Arcane Power Source
Benefit: When an arcane encounter power that deals either Fire, Cold, Thunder, Lightning, Force, or Necrotic damage recharges, you can choose to gain no normal benefit from the recharge. Instead, you gain +3 to damage rolls for all attacks that do the same type of damage until the end of the encounter. Damage bonuses from multiple recharges stack.
Cunning Insight
Your intellect allows you to make a move at just the right time, for devastating results.
Prereq: Int 13+
Benefit: Whenever you hit an enemy with an attack made during a heroic action, the enemy suffers a -2 to defenses until the end of its next turn.
Dilettante of the World
Prereq: Half-Elf
Benefit: At the beginning of each encounter, choose one additional dilettante power. This power is considered to be expended at the beginning of the encounter. Whenever you recharge any power, you can instead choose to recharge this power.
Elder Dragon’s Power
Prereq: Dragonborn
Benefit: Your Dragon Breath power becomes eligible for recharging. Each time Dragon Breath recharges in an encounter (even if it’s unexpended), the area of the blast increases by 1.
Enduring Fortune
Prereq: Halfling
Benefit: Your Second Chance power becomes eligible for recharging. Each time Second Chance recharges in an encounter (even if it’s unexpended), the enemy suffers a cumulative -1 attack penalty to the rerolled attack.
Font of Vitality
Prereqs: Con 20+, Epic Tier
Benefit: When you spend a hero point to use the Power Surge ability, you can choose your “hitpoints” as a power. Whenever you successfully recharge this power, you can immediately spend a healing surge.
Greater Elven Accuracy
Prereq: Elf
You get nothing; Elven accuracy is good enough as is
Greater Glimpse of the Feywild
Prereq: Eladrin
Benefit: Your Fey Step power becomes eligible for recharging. Each time Fey Step recharges in an encounter (even if it’s unexpended), the distance the power can teleport increases by 2.
Grudge
Prereq: Tiefling
Benefit: Your Infernal Wrath power becomes eligible for recharging. Each time Infernal Wrath recharges in an encounter (even if it’s unexpended), the damage it deals increases by 2.
Martial Fury
Prereq: Martial Power Source
Benefit: Any time an at-will martial power recharges, you gain a +1 to attack rolls with all at-will powers for the rest of the encounter. The bonuses from additional recharges stack.
Savior’s Blessing
Benefit: If you succeed on a saving throw granted by the Saving Grace hero point ability, you receive +3 to future saving throws against the exact same effect you saved against. This effect lasts until the end of the encounter.
Sniper’s Attack
Benefit: If you spend a hero point to get a Focused Attack against a creature you already have combat advantage against, you gain an additional +1 to the attack roll, and your critical threat range increases by 1 (so a 20 crit range becomes 19-20, etc).
Stand Invincible
Prereqs: Savior’s Blessing, Epic Tier
Benefit: If you succeed on a saving throw granted by the Saving Grace hero point ability, for the rest of the encounter you get a saving throw at the beginning of your turn against the exact same effect you saved against (even if the effect normally does not allow a save). This effect lasts until the end of the encounter.
[/sblock]
Racial Adjustments using Hero Points
[sblock]
Bold (in addition to normal): Whenever you spend a hero point, in addition to the normal benefit, you also gain a saving grace saving throw against one fear effect.
Cast Iron Stomach (in addition to normal): Whenever you spend a hero point, in addition to the normal benefit, you also gain a saving grace saving throw against one poison effect.
Eladrin Will (in addition to normal): Whenever you spend a hero point, in addition to the normal benefit, you also gain a saving grace saving throw against one charm effect.[/sblock]
Changelog (1.0 -> 1.1)
[sblock]1) Moment of Clarity no longer has a hero point cost, but can instead be used whenever a hero point is spent.
2) Power Surge and Seize the Moment now both work on utility powers.
3) Seize the Moment now gives an immediate recharge roll (not a bonus).
4) Determined Assault now gives a +2 to the rerolled attack roll.
5) Recharging an unexpended encounter or at will power now reduces the action cost of using that power instead of granting a +2 to the attack roll).
6) Total Defense and Inspire Heroics now grant a free Seize the Moment ability, instead of a bonus to recharge rolls.
7) Heroic Moments were renamed Dramatic Moments. During a dramatic moment, all PCs and important monsters receive a hero point that must be spent by the end of their next turn.
8) Several feats were given additional clarification.[/sblock]
Stalker0’s Hero Point System Ver 1.1
Quick Introduction: Here's the 30 second summary of what this system does:
1) More frequent, more flexible action points: Hero Points are gained quicker than AP (one per encounter instead of milestone) and allow more options. However getting extra actions requires more points.
2) Can recharge powers during combat, and greater ability to overcome conditions: The two hallmarks of Hero points allow players to get recharge rolls (like monsters) and to grant them extra saving throws to overcome conditions.
3) Actions outside your turn: Extra actions with this system are more expensive than with normal Action Points, but you can take them outside your turn, granting more flexibility than normal.
4) Monsters get to play too: Elite and Solo monsters get some of the benefits of hero point use as well!
Replaces Action Points: This system is designed to overwrite the current AP system.
Gaining Hero Points: Players start a session with one hero point and gain an additional hero point at the end of each encounter. After an extended rest, hero points reset to 1.
Spending Hero Points: Hero points can only be spent during an encounter, not during a surprise round, and not until you have begun your first turn in initiative. Hero points require no action to use and can be spent even when it is not your turn; they can even be spent by a creature incapable of normal actions. Multiple hero points can be spent in the same round or encounter.
Hero Point Actions
[sblock]
Costs Special
Moment of Clarity (PC only): A creature can immediately swap one of their unexpended active powers with a power from their reserves. Special: A player can use this ability whenever spending a hero point for another effect.(Designed in conjunction with my reserve power system, not included)
Costs 1 Point:
Focused Attack: You gain combat advantage on your next attack roll.
Power Surge (PC only): Give one attack or utility power the Recharge keyword (see below). This only applies to at-will or encounter powers. Effect lasts for the rest of the encounter. If this is done at the beginning of your turn, you can immediately roll the recharge roll.
Refuse the Grave (PC only): The creature gains a +5 bonus to his next death saving throw. Multiple hero points do not stack with this effect.
Saving Grace: The creature makes an immediate saving throw against one effect, even one that does not normally allow a saving throw.
Seize the Moment: You make an immediate recharge roll for any at-will/encounter utility or attack power (dailies with the recharge keyword also apply). The recharge roll is on a 5,6 unless the power has a better recharge rate. Special: This ability has no cost when used in conjunction with Second Wind, Total Defense, or Inspire Heroics (see below).
Costs 2 Points:
Heroic Action: The creature gains one standard, move, or minor action. Unlike a regular action, a heroic action can take place at any time in the initiative but cannot interrupt other actions (with the exception of movement). A creature’s initiative does not change due to using a heroic action. A creature incapable of normal actions can still take heroic actions.
Determined Assault: You can reroll one failed attack roll and get a +2 to the new attack roll.
Costs 4 Points
Greater Power Surge (PC Only): Give one daily utility or attack power the Recharge keyword (see below). Effect lasts for the rest of the encounter or until the power first recharges. If this is done at the beginning of your turn, you can immediately roll the recharge roll. [/sblock]
Recharging Powers
[sblock]
Recharge Keyword
1) Power gains recharge “6”, however, recharge rolls are made even if the power is unexpended.
2) If an unexpended (or at will) power is recharged, the action required to use the power reduces by one the next time the power is used (standard -> move, move -> minor, minor -> free. Immediate and Opportunity actions are not affected). This bonus does not stack with itself.
3) Powers can only recharge during an encounter. All powers with the recharge keyword automatically recharge at the end of the encounter.
Second Wind/Total Defense (addition)
1) Use can immediately use the Seize the Moment hero point ability without spending a hero point.
Inspire Heroics: Standard Action
1) Choose one ally adjacent to you. That ally can immediately use the Seize the Moment hero point ability without spending a hero point.
3) You can give one of your hero points to your ally if you choose.
3) A character can be affected by multiple uses of Inspire Heroics
[/sblock]
Converting Action Points to Hero Points: Feats, Monsters, and Paragon Paths
[sblock]
Elite/Solo Monsters
1) Instead of action points, Elite monsters receive 2 “villain” points, Solo monsters receive 3.
2) Monsters can use all hero point abilities except the ones noted as PC only.
Powers that give Action Points
1) A power that gives an action point now gives a hero point.
2) Hero points gained by powers can be spent just like regular hero points, and multiple points can be spent in the same encounter.
Feats/Paragon Paths and Hero Points:
1) Unless an exception is noted, spending a hero point is the same as spending an action point for feats and paragon path abilities that use action points.
2) If a feat or paragon path says you can spend an action point to take an extra action and gain an additional benefit, you can spend a hero point to get the normal hero point benefit and the benefit of the feat or paragon path.
3) If the feat or paragon path requires that you spend an action point and not gain an extra action, then you can spend a hero point to get the feat or paragon path’s benefit but do not gain the normal benefit of the hero point.
4) Note on Action Surge Feat: See below for how the feat has been changed.
5) Alteration to Paladin’s Astral Weapon Paragon Path ability
a. Astral Rejuvenation Action: Whenever spending a hero point, the Astral Weapon can choose to spend one additional hero point in order to regain one paladin encounter power he has already used. He gains no other benefit from spending this extra hero point.[/sblock]
Optional Additions:
The following are addendums to the Hero Point system. Each is completely optional and interchangeable, you can use as many or as few of them as you like.
Dramatic Moments
[sblock]There are moments in a battle when tensions run especially high. When a dramatic moment occurs, all party members, elite, and solo monsters receive 1 hero point. The hero point must be spent by the end of each character’s next turn. Some examples of heroic moments are as follows:
1) The first time in a combat a party member drops below 0.
2) Whenever a party member dies.
3) The first time in a combat a solo monster becomes bloodied.
4) Whenever an elite or solo monster is defeated.
5) Other moments, at the Dm’s discretion.
[/sblock]
New Feats that use Hero Points
[sblock]
Action Surge (changed from the normal feat)
Prereq: Human
Benefit: Whenever you spend a hero point, you gain +2 to attack rolls until the end of your next turn.
Arcane Empowerment
Prereq: Arcane Power Source
Benefit: When an arcane encounter power that deals either Fire, Cold, Thunder, Lightning, Force, or Necrotic damage recharges, you can choose to gain no normal benefit from the recharge. Instead, you gain +3 to damage rolls for all attacks that do the same type of damage until the end of the encounter. Damage bonuses from multiple recharges stack.
Cunning Insight
Your intellect allows you to make a move at just the right time, for devastating results.
Prereq: Int 13+
Benefit: Whenever you hit an enemy with an attack made during a heroic action, the enemy suffers a -2 to defenses until the end of its next turn.
Dilettante of the World
Prereq: Half-Elf
Benefit: At the beginning of each encounter, choose one additional dilettante power. This power is considered to be expended at the beginning of the encounter. Whenever you recharge any power, you can instead choose to recharge this power.
Elder Dragon’s Power
Prereq: Dragonborn
Benefit: Your Dragon Breath power becomes eligible for recharging. Each time Dragon Breath recharges in an encounter (even if it’s unexpended), the area of the blast increases by 1.
Enduring Fortune
Prereq: Halfling
Benefit: Your Second Chance power becomes eligible for recharging. Each time Second Chance recharges in an encounter (even if it’s unexpended), the enemy suffers a cumulative -1 attack penalty to the rerolled attack.
Font of Vitality
Prereqs: Con 20+, Epic Tier
Benefit: When you spend a hero point to use the Power Surge ability, you can choose your “hitpoints” as a power. Whenever you successfully recharge this power, you can immediately spend a healing surge.
Greater Elven Accuracy
Prereq: Elf
You get nothing; Elven accuracy is good enough as is
Greater Glimpse of the Feywild
Prereq: Eladrin
Benefit: Your Fey Step power becomes eligible for recharging. Each time Fey Step recharges in an encounter (even if it’s unexpended), the distance the power can teleport increases by 2.
Grudge
Prereq: Tiefling
Benefit: Your Infernal Wrath power becomes eligible for recharging. Each time Infernal Wrath recharges in an encounter (even if it’s unexpended), the damage it deals increases by 2.
Martial Fury
Prereq: Martial Power Source
Benefit: Any time an at-will martial power recharges, you gain a +1 to attack rolls with all at-will powers for the rest of the encounter. The bonuses from additional recharges stack.
Savior’s Blessing
Benefit: If you succeed on a saving throw granted by the Saving Grace hero point ability, you receive +3 to future saving throws against the exact same effect you saved against. This effect lasts until the end of the encounter.
Sniper’s Attack
Benefit: If you spend a hero point to get a Focused Attack against a creature you already have combat advantage against, you gain an additional +1 to the attack roll, and your critical threat range increases by 1 (so a 20 crit range becomes 19-20, etc).
Stand Invincible
Prereqs: Savior’s Blessing, Epic Tier
Benefit: If you succeed on a saving throw granted by the Saving Grace hero point ability, for the rest of the encounter you get a saving throw at the beginning of your turn against the exact same effect you saved against (even if the effect normally does not allow a save). This effect lasts until the end of the encounter.
[/sblock]
Racial Adjustments using Hero Points
[sblock]
Bold (in addition to normal): Whenever you spend a hero point, in addition to the normal benefit, you also gain a saving grace saving throw against one fear effect.
Cast Iron Stomach (in addition to normal): Whenever you spend a hero point, in addition to the normal benefit, you also gain a saving grace saving throw against one poison effect.
Eladrin Will (in addition to normal): Whenever you spend a hero point, in addition to the normal benefit, you also gain a saving grace saving throw against one charm effect.[/sblock]
Changelog (1.0 -> 1.1)
[sblock]1) Moment of Clarity no longer has a hero point cost, but can instead be used whenever a hero point is spent.
2) Power Surge and Seize the Moment now both work on utility powers.
3) Seize the Moment now gives an immediate recharge roll (not a bonus).
4) Determined Assault now gives a +2 to the rerolled attack roll.
5) Recharging an unexpended encounter or at will power now reduces the action cost of using that power instead of granting a +2 to the attack roll).
6) Total Defense and Inspire Heroics now grant a free Seize the Moment ability, instead of a bonus to recharge rolls.
7) Heroic Moments were renamed Dramatic Moments. During a dramatic moment, all PCs and important monsters receive a hero point that must be spent by the end of their next turn.
8) Several feats were given additional clarification.[/sblock]
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