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variant Hero Points
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<blockquote data-quote="kenada" data-source="post: 7898674" data-attributes="member: 70468"><p>I think this is an astute observation, but it’s also easy to just ignore the guideline. I’ve started handing out hero points much more liberally (essentially, whenever someone does something entertaining or awesome, or when there’s MVP). When in doubt, hand them out (so to speak).</p><p></p><p>Of course, my players seem keen to accumulate theirs without using them, so I’ve added a couple of uses to entice them to spend their points more often. We just started doing it, but they seem more excited about the possibilities than before.</p><ul> <li data-xf-list-type="ul"><strong>Spend 1 Hero Point</strong> to have a flashback where you retroactively prepare for the current situation. Flashbacks must not create paradoxes in the fiction, and they are subject to approval by consensus.</li> <li data-xf-list-type="ul"><strong>Spend 1 Hero Point</strong> to increase the result of another player’s roll by one step. This is not a fortune effect.</li> </ul><p></p><p>I think #1 is fine (obviously, since it mirrors one of my own additions), and #2 is suitably strong given the relative rarity of hero points. #3 reminds me of conceding in Fate. If someone chooses to survive, do they suffer any repercussions? Can players use it tactically (e.g., I go on a suicide mission then spend the point to not die at the end)?</p></blockquote><p></p>
[QUOTE="kenada, post: 7898674, member: 70468"] I think this is an astute observation, but it’s also easy to just ignore the guideline. I’ve started handing out hero points much more liberally (essentially, whenever someone does something entertaining or awesome, or when there’s MVP). When in doubt, hand them out (so to speak). Of course, my players seem keen to accumulate theirs without using them, so I’ve added a couple of uses to entice them to spend their points more often. We just started doing it, but they seem more excited about the possibilities than before. [LIST] [*][B]Spend 1 Hero Point[/B] to have a flashback where you retroactively prepare for the current situation. Flashbacks must not create paradoxes in the fiction, and they are subject to approval by consensus. [*][B]Spend 1 Hero Point[/B] to increase the result of another player’s roll by one step. This is not a fortune effect. [/LIST] I think #1 is fine (obviously, since it mirrors one of my own additions), and #2 is suitably strong given the relative rarity of hero points. #3 reminds me of conceding in Fate. If someone chooses to survive, do they suffer any repercussions? Can players use it tactically (e.g., I go on a suicide mission then spend the point to not die at the end)? [/QUOTE]
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