| Irel |
OP why not just implement your system into your game or ask your GM if your player. You seem to have a really good grasp of how the system could expand. It can be nice to have hard written rules, and codify everything. The limit here is Hero points need a low end requirement for PFS i think. Everything above the written rules typically would require GM and player buy in to use something unique.
So far i have several rules i use for hero points. Which do tarnish the truest form of playtesting, but don't really care about that.
You may only get hero points if you are a hero. Typically Evil characters may not gain them. I do this because it is hard to be a hero, Hero points can really help the good guys feel like they are hero's.
Hero points can have 3 effects in my games:
GM rolls 1d10 which is held and can be added to any roll in the game, including the GM's for any reason. When the player chooses.
The player may bank a reroll on any die they choose that effects them. GM, or Player rolls.
Fill in the blank requirement. I have had a player cast a spell 2 levels higher than their highest spell level this way. I typically do trade offs. He cast the spell, and took 2 levels of dying, and some con damage. The key was i gave him the choice, and let him know the consequences first. He saved they day and was useless for almost a week in game time.
I start all hero players with 1 hero per game.
You can gain hero points by either roleplaying well, or doing something awesome. Doing something awesome can just be a great character choice, but has also been one guy standing in the middle of the room a pretending to stir a crock pot and dancing to it.