Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Witch Hunter: time for buyer's remorse?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Scurvy_Platypus" data-source="post: 4404723" data-attributes="member: 43283"><p>Looking in the combat chapter, there's a bunch of extra options possible. Breaking stuff, fighting defensively, and so on.</p><p></p><p>Honestly, in my game I haven't used any of that stuff yet. If I've got a player that explicitly asks about it (like doing Two Weapon-Fighting) then I'll take a quick look at that chunk and move on from there.</p><p></p><p>Later, when I feel like I've got a good handle on the system, I might start incorporating some of those extra options based on what a player describes their character doing, but for now I'm not fussed about it.</p><p></p><p></p><p></p><p></p><p></p><p>I'd agree that the book doesn't really convey how the Hero Points are supposed to flow, at least if the flow is supposed to be earned/spent constantly. It seems like a more open version of Action Points in d20; although I'd say most versions of AP I've seen for d20 suck.</p><p></p><p>Here's a repost of the rules I posted over at the Paradigm boards (with a couple of clarifying bits) that I'm going to adopt into my Witch Hunter game. The intent is to get that quick earn/spend thing going, and to try and have the players themselves be encouraging each other:</p><p></p><p>[sblock=My Hero Point change]</p><p>2. Hero Points will change how they behave slightly.</p><p></p><p>A quick recap of what they can do:</p><p></p><p><em>A) Add an extra die to the pool</em></p><p><em>B) Negate a Wound</em></p><p><em>C) Resist a Sin being triggered</em></p><p><em>D) Use a Talent a character qualifies for, but doesn't actually have</em></p><p><em>E) Ignore penalties due to injury</em></p><p><em>F) Stay conscious if the roll is failed</em></p><p><em>G) Spend one to not actually die</em></p><p><em>H) 10 Hero Points may be exchanged for 1 True Faith Point</em></p><p></p><p>The big change is, instead of Hero Points being exclusively awarded by me, there will be a pool of Hero Points for the table. Anyone can "give" a Hero Point to anyone else, but once the pool is depleted, no more can be given out.</p><p></p><p>Until a player spends it.</p><p></p><p>At which point, the Hero Point goes back into the pool and can be given to someone else.</p><p></p><p>The "pool" is literally a bowl with poker chips in it. I'd use dice, but I don't have the extra 30 d10 I'd need. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> A player can simply tell another player how awesome [whatever] was, and fish a chip out of the bowl.</p><p></p><p>If the bowl gets emptied out? Players can't give each other HP until some of the hoarders do something with them. Either spend them doing awesome stuff, or bank them towards increasing their True Faith score.</p><p></p><p>Hero Points are _not_ carried over from session to session. A character has 2 HP to start (every session), and that's it. A player can't ask for a Hero Point, but anyone at the table that thinks what another person did is cool can give one to that person.</p><p></p><p>A person can "bank" Hero Points, to buy up their True Faith score. If they do this, the person simply makes note of how many points have been banked/spent towards earning the increase in True Faith, and the Hero Points are then returned to the pool. Banked HP can not be spent to do HP things. They've already been "spent" if you will.</p><p></p><p>The GM can still award HP as they see fit, and do not have to draw from the HP Pool to do so. They _can_ do it from the HP Pool to start if they'd like. The main incentive to doing this is to show the players how the HP Pool is going to work. Once they get it and start awarding/spending points from the Pool, the GM can choose to award from the Pool or not.</p><p></p><p>As I see it, pulling from the Pool in the table is a sort of reminder to the players that "This rocks, and it's cool to see it." Awarding the HP from the GM's stash (and thereby not depleting the pool) is a way for the GM to really highlight and encourage certain behaviors.</p><p></p><p>I tend to like to run high action games, and have characters that are larger than life. Switching over to a Hero Point economy like this is going to help move that forward I think.</p><p></p><p>This rule is untested currently in Witch Hunter, but I'm going to institute it in my next game. I've done this in other games before, and it's gone quite nicely. It does have to sometimes be tweaked depending on the game system, as well as the style of play you're trying for, but if it's a high-action game, this generally helps to support it.</p><p></p><p>The Hero Point Pool is equal to twice the number of players in the game. This doesn't include the GM, unless you've got a small group (2 or 3 players).[/sblock]</p><p></p><p></p><p></p><p>This is a good point that I kinda missed making in my "impressions of Witch Hunter" thread. While Organized Play doesn't tend to do anything for me, I think us Home Play folks do get to benefit from having all the Organized Play folks going over the rules and playing it as they do. It's almost like on-going playtesting. It doesn't mean that all the things deemed to be a problem for Organized Play will be a problem for Home Play people. But it does mean that there's a much greater chance of any "gotcha!!" type stuff getting identified earlier.</p><p></p><p>And of course we benefit because Paradigm has been cool enough to post their Organized Play stuff up, and say it's going to stay there. Free adventures for our use, and we _know_ they've been playtested. <strong>_THAT'S_</strong> the kind of thing I think of when I think of "support" of a game line by a company, not just pumping out new products. Although I do plan on picking up the Adversaries Tome next year. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Thanks for making that point Erik.</p></blockquote><p></p>
[QUOTE="Scurvy_Platypus, post: 4404723, member: 43283"] Looking in the combat chapter, there's a bunch of extra options possible. Breaking stuff, fighting defensively, and so on. Honestly, in my game I haven't used any of that stuff yet. If I've got a player that explicitly asks about it (like doing Two Weapon-Fighting) then I'll take a quick look at that chunk and move on from there. Later, when I feel like I've got a good handle on the system, I might start incorporating some of those extra options based on what a player describes their character doing, but for now I'm not fussed about it. I'd agree that the book doesn't really convey how the Hero Points are supposed to flow, at least if the flow is supposed to be earned/spent constantly. It seems like a more open version of Action Points in d20; although I'd say most versions of AP I've seen for d20 suck. Here's a repost of the rules I posted over at the Paradigm boards (with a couple of clarifying bits) that I'm going to adopt into my Witch Hunter game. The intent is to get that quick earn/spend thing going, and to try and have the players themselves be encouraging each other: [sblock=My Hero Point change] 2. Hero Points will change how they behave slightly. A quick recap of what they can do: [i]A) Add an extra die to the pool B) Negate a Wound C) Resist a Sin being triggered D) Use a Talent a character qualifies for, but doesn't actually have E) Ignore penalties due to injury F) Stay conscious if the roll is failed G) Spend one to not actually die H) 10 Hero Points may be exchanged for 1 True Faith Point[/i] The big change is, instead of Hero Points being exclusively awarded by me, there will be a pool of Hero Points for the table. Anyone can "give" a Hero Point to anyone else, but once the pool is depleted, no more can be given out. Until a player spends it. At which point, the Hero Point goes back into the pool and can be given to someone else. The "pool" is literally a bowl with poker chips in it. I'd use dice, but I don't have the extra 30 d10 I'd need. :) A player can simply tell another player how awesome [whatever] was, and fish a chip out of the bowl. If the bowl gets emptied out? Players can't give each other HP until some of the hoarders do something with them. Either spend them doing awesome stuff, or bank them towards increasing their True Faith score. Hero Points are _not_ carried over from session to session. A character has 2 HP to start (every session), and that's it. A player can't ask for a Hero Point, but anyone at the table that thinks what another person did is cool can give one to that person. A person can "bank" Hero Points, to buy up their True Faith score. If they do this, the person simply makes note of how many points have been banked/spent towards earning the increase in True Faith, and the Hero Points are then returned to the pool. Banked HP can not be spent to do HP things. They've already been "spent" if you will. The GM can still award HP as they see fit, and do not have to draw from the HP Pool to do so. They _can_ do it from the HP Pool to start if they'd like. The main incentive to doing this is to show the players how the HP Pool is going to work. Once they get it and start awarding/spending points from the Pool, the GM can choose to award from the Pool or not. As I see it, pulling from the Pool in the table is a sort of reminder to the players that "This rocks, and it's cool to see it." Awarding the HP from the GM's stash (and thereby not depleting the pool) is a way for the GM to really highlight and encourage certain behaviors. I tend to like to run high action games, and have characters that are larger than life. Switching over to a Hero Point economy like this is going to help move that forward I think. This rule is untested currently in Witch Hunter, but I'm going to institute it in my next game. I've done this in other games before, and it's gone quite nicely. It does have to sometimes be tweaked depending on the game system, as well as the style of play you're trying for, but if it's a high-action game, this generally helps to support it. The Hero Point Pool is equal to twice the number of players in the game. This doesn't include the GM, unless you've got a small group (2 or 3 players).[/sblock] This is a good point that I kinda missed making in my "impressions of Witch Hunter" thread. While Organized Play doesn't tend to do anything for me, I think us Home Play folks do get to benefit from having all the Organized Play folks going over the rules and playing it as they do. It's almost like on-going playtesting. It doesn't mean that all the things deemed to be a problem for Organized Play will be a problem for Home Play people. But it does mean that there's a much greater chance of any "gotcha!!" type stuff getting identified earlier. And of course we benefit because Paradigm has been cool enough to post their Organized Play stuff up, and say it's going to stay there. Free adventures for our use, and we _know_ they've been playtested. [b]_THAT'S_[/b] the kind of thing I think of when I think of "support" of a game line by a company, not just pumping out new products. Although I do plan on picking up the Adversaries Tome next year. :D Thanks for making that point Erik. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Witch Hunter: time for buyer's remorse?
Top