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Why have dissociated mechanics returned?
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<blockquote data-quote="Greg K" data-source="post: 6007335" data-attributes="member: 5038"><p>M&M Hero Points and Savage Worlds Bennies are the one take place that I like it. Part of why I like them compared to 4e healing surges and action points is that they come from the same pool, everyone gets the same amount to start (unless they have something like luck), and the player has to decide when they use it limiting the uses in the other areas. For M&M, the options are</p><p></p><p>a. Improve a roll: "re-roll any die roll you just made and add 10 if the roll is 10 or less. You must spend the hero point <em>before</em> the GM announces the result. Cannot be used to affect a GM roll or other character's roll without Luck Control"</p><p></p><p>So it improves a roll has to be used before you know the result. There is no retconning the result, because no result was mentioned. Furthermore, I prefer it to CS, because many attacks like power attack still have reduced accuracy. you still have to gamble. This just improves the chances and there is still a chance for failure.</p><p></p><p></p><p>b. Heroic Feat: Spend a hero point to gain the benefits of a feat you don't already have for one round. You must have the prerequisites and the GM can veto any use deemed inappropriate for the campaign</p><p></p><p>Basically, the character manages to pull off or attempt something for which they meet the pre-requisites. </p><p></p><p>c. Dodge: You can spend the hero points to double your dodge bonus for one round.</p><p>No retconning. It is putting extra effort into defense before the attack.</p><p></p><p>d. Instant Counter: You can attempt to counter a power with an opposed check as a reaction.</p><p>No retconning. It is an opposed check.</p><p></p><p>e. Cancel Fatigue: any time you are suffering fatigue (including from extra effort), you reduce the amount of fatigue one level.</p><p>The character may still suffer effects. I would like 4e second wind and inspiring word better if 4e had a Star Wars like condition track and you moved up one level per use still leaving the character, potentially, somewhat affected.</p><p></p><p>f. Recover: Immediately shake off stun or fatigued condition. If you exhausted, you become fatigued. If you are staggered, it takes you two rounds to recover. If you are damaged, it allows you to make an immediate recovery check as a full action. </p><p> If bruised or injured, a successful recovery check, eliminates all of that condition.</p><p>However, if you are disabled, spending a hero point allows you to take a strenuous action for one round without your condition worsening to dying. You are not getting up (without regeneratoinand only get to make a recovery once a day. </p><p></p><p> I am not necessarily happy with removing all injured conditions, but the rest does not bother me. </p><p></p><p>f. Escape death. if disabled, you automatically, stabilize</p><p>No real retconning. The character simply stabilizes.</p><p></p><p>g. Inspiration; get a hint or clue from the GM.</p><p>h . Dramatic Editing (requires GM approval): A form of inspiration in which the characters gains something useful from the environment, but cannot change anything that has alread occurred and already explained in game (cannot edit damage or the effects of powers (other uses allow this to a limited degree). Even if allowed, the GM can veto.</p><p></p><p>The following is for people that saw Cancel fatigue which includes canceling the fatigue from Extra Effort. It explains extra effort and its uses.</p><p></p><p>Extra effort: Once per round, as a free action a character can attempt one of the following. At the end of the round, the character becomes fatigued. If fatigued, they become exhausted. If exhausted, they become unconcious</p><p></p><p>+2 to a non attack check (ability, skill or power)</p><p>Increase carry capacity: +5 to strength for determining carry capacity for one round</p><p>Increase movement rate</p><p>Increase power rank 2 ranks</p><p>Power stunt: Temporarily add a power feat or alternative power of an existing power. This lasts for the duration of an encounter or until the character stops maintaining it which ever comes first (no longer maintaining includes switching to a new power, alternate power or power feat).</p><p>Willpower: gain an immediate save vs a lasting effect (e.g., Mind Control)</p><p>Surge: gain an additional standard move before or after attack</p><p></p><p>So, the extra effort stuff comes with an in game cost- fatigue from the extra stress of pushing oneself or extreme concetration</p></blockquote><p></p>
[QUOTE="Greg K, post: 6007335, member: 5038"] M&M Hero Points and Savage Worlds Bennies are the one take place that I like it. Part of why I like them compared to 4e healing surges and action points is that they come from the same pool, everyone gets the same amount to start (unless they have something like luck), and the player has to decide when they use it limiting the uses in the other areas. For M&M, the options are a. Improve a roll: "re-roll any die roll you just made and add 10 if the roll is 10 or less. You must spend the hero point [I]before[/I] the GM announces the result. Cannot be used to affect a GM roll or other character's roll without Luck Control" So it improves a roll has to be used before you know the result. There is no retconning the result, because no result was mentioned. Furthermore, I prefer it to CS, because many attacks like power attack still have reduced accuracy. you still have to gamble. This just improves the chances and there is still a chance for failure. b. Heroic Feat: Spend a hero point to gain the benefits of a feat you don't already have for one round. You must have the prerequisites and the GM can veto any use deemed inappropriate for the campaign Basically, the character manages to pull off or attempt something for which they meet the pre-requisites. c. Dodge: You can spend the hero points to double your dodge bonus for one round. No retconning. It is putting extra effort into defense before the attack. d. Instant Counter: You can attempt to counter a power with an opposed check as a reaction. No retconning. It is an opposed check. e. Cancel Fatigue: any time you are suffering fatigue (including from extra effort), you reduce the amount of fatigue one level. The character may still suffer effects. I would like 4e second wind and inspiring word better if 4e had a Star Wars like condition track and you moved up one level per use still leaving the character, potentially, somewhat affected. f. Recover: Immediately shake off stun or fatigued condition. If you exhausted, you become fatigued. If you are staggered, it takes you two rounds to recover. If you are damaged, it allows you to make an immediate recovery check as a full action. If bruised or injured, a successful recovery check, eliminates all of that condition. However, if you are disabled, spending a hero point allows you to take a strenuous action for one round without your condition worsening to dying. You are not getting up (without regeneratoinand only get to make a recovery once a day. I am not necessarily happy with removing all injured conditions, but the rest does not bother me. f. Escape death. if disabled, you automatically, stabilize No real retconning. The character simply stabilizes. g. Inspiration; get a hint or clue from the GM. h . Dramatic Editing (requires GM approval): A form of inspiration in which the characters gains something useful from the environment, but cannot change anything that has alread occurred and already explained in game (cannot edit damage or the effects of powers (other uses allow this to a limited degree). Even if allowed, the GM can veto. The following is for people that saw Cancel fatigue which includes canceling the fatigue from Extra Effort. It explains extra effort and its uses. Extra effort: Once per round, as a free action a character can attempt one of the following. At the end of the round, the character becomes fatigued. If fatigued, they become exhausted. If exhausted, they become unconcious +2 to a non attack check (ability, skill or power) Increase carry capacity: +5 to strength for determining carry capacity for one round Increase movement rate Increase power rank 2 ranks Power stunt: Temporarily add a power feat or alternative power of an existing power. This lasts for the duration of an encounter or until the character stops maintaining it which ever comes first (no longer maintaining includes switching to a new power, alternate power or power feat). Willpower: gain an immediate save vs a lasting effect (e.g., Mind Control) Surge: gain an additional standard move before or after attack So, the extra effort stuff comes with an in game cost- fatigue from the extra stress of pushing oneself or extreme concetration [/QUOTE]
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