Hazard Points!


Homebrew and House Rules


More often than not, in a game with Hero Points, they are saved for acts of desperation to save the character's life, or simply to do a pile more damage in the opening round. Effective, but not very interesting.

I propose Hazard Points, an alternative that ideally promotes a more interactive and creative form of play.

Hazard Points!

Characters begin each session with a number of Hazard Points determined by the GM, probably around 2 for a 4-6 hour roleplaying session. If sessions run shorter or longer, consider adjusting the amount or granting Hazard Points midway through the session.

Hazard Points may be spent during a character's turn to involve an appropriate piece of environmental dressing in their actions in order to apply additional effects. Using a Hazard Point costs no action and is usually spent as part of an attack or combat maneuver.

Such environmental descriptions need not be stated by the GM. The player may suggest an item appropriate to be in the scene, and the GM may approve or deny its existence. If approved, a Hazard Point may be spent to employ that item in some disastrous or clever manner. The GM may add further detail or complication to the suggested item as he or she sees fit.

The effect of a Hazard Point should be roughly equivalent to that of a Combat Maneuver, but may be utilised with attacks or abilities other than the character's CMB and can be in addition to the character's normal actions for that turn.

Players should be encouraged to be creative with Hazard Points! Throw the scenery around! Combine spell effects with the environment! Create improvised traps in the midst of battle! The sky (and the GM) is the limit!

Remember: Hazard Points can only be used proactively. Don't bother camping on them to save your hide.

Example:

A fight has broken out in an armoury. Fighter, a PC, is in combat with an Enemy.

Fighter: "Hmm. This place has weapons on racks and stuff, right? Any that look particularly hazardous?"

GM: "Yeah, sure. There's a rack full of spears over here."

Fighter: "Okay. I spend a Hazard Point to bash this guy back so he falls into their tips."

GM: "Good plan. Make a Bull Rush."

Fighter rolls and succeeds.

GM: "You batter your foe backward and he collapses onto the jutting metal points. They really should have thought more about workplace safety! He takes *rolls* this much extra damage."

-

I don't know if it really needs much more description than that, or any more codification. You get X points. Spend a point to 'do a cool thing'.


So, basically the 'Special' use for Hero Points, but for environment combat effects only.

Hero Points" wrote:
Special: You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.


I like it, it encourages players to visualize and think about their environment.

I think they should be used sparingly however, things can either 1) get out of control or 2) become repetitive and bland over time. Players shouldn't have more than one in bank, otherwise the special thing isn't that special anymore.


Might be fun to grant each player one point per session for free, and each time after the first a player uses a point, the GM gains a point to use against any party member.

RPG Superstar 2012 Top 32

I don't know about only having 1.

We're playing 5E right now, and we're pretty sparing with our Inspiration. We tend to save them for emergencies, especially now that we're pretty high level (just hit 11).

If/when I DM, I'm going to houserule PCs get Inspiration equal to their proficiency bonus. Then they begin with a spare for fun, and keep one in reserve for emergencies. And at higher levels, they can be spent on fun whims.

So I would suggest giving out at least a couple Hazard Points, or have a way to get them back by doing stuff cool, like with Panache or Grit.

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