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![]() I agree about hero points, hence why I made stabilize more expensive. In any case there are certainly times when getting a reroll is crucial (charmed to attack allies) or getting one more action stops a tpk (I can get out the potion and just get to the fallen cleric but one more action means I can pour it down his throat). ![]()
![]() One Pool to Rule Them All
Magic Items
Wands and Staves allow the user to spend reserve points to cast the spells they contain.
Items that confer a constant effect have a reserve point cost daily to be activated.
Powers
Hero Point Powers are now special universal powers that all PCs and important NPCs have access to from level 1.
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![]() Rehabilitating Resonance
Point Pool Purgatory
I think part of the problem with resonance and these other pools is that there isn’t a clear in universe explanation of where all of the pools come from and how they are distinct from each other. One pool that represents inner strength, force of will, or whatever is easy enough to understand, but three plus breaks the in-game fiction. Powers, Cantrips, Hero Points, and all that
In the following post, I lay out an alternative that attempts to merge all of these ideas together to significantly reduce in game resource tracking and rationalize some rules elements that overlap heavily. Please Enjoy. ![]()
![]() Ok, here's the plan. My players are 7th level. They have inadvertently led the bad guys (a wannabe lich and crew) to the location of an artifact they were sworn to keep secret. Since the hiding place is blown, they will be charged with protecting the artifact and fleeing. The artifact is one of the bloodstones of Arazni. Once they are in possession of the stone, they with gain a mythic tier. After that, they will eventually figure out what it is by researching in Absalom or maybe last wall (they are currently in Ustalav). Then they will be encouraged to find the remaining bloodstones and then confront Arazni with the combined power of the bloodstones to defeat her. Each bloodstone will be a major quest that will take them multiple levels to complete. They will be hounded every step of the way by Arazni's grave knights, and possibly some crazy Iomedae/Aroden worshippers. I want to tie adding mythic tiers to accumulating more of the stones. So I'm going to skip the lesser trial rules, and give them more tiers when they get their hands on each stone. I am wondering how to spread out the tiers. Should I give them 2 tiers per stone (so all four would put them at 8) and the last two if they defeat Arazni? Or just stick with 1 per stone? Thoughts? It all seems a bit Monty Hall, but I can surely keep them challenged ;). Also, the stones have a serious drawback. |