"Reverse Hero Points" for horror-based adventure.


Homebrew and House Rules

Lantern Lodge

Greetings,

I am planning to run a horror based game for Halloween and was thinking of using a mechanic that ensured that all players survived until the finale. But at the same time I want to avoid trivializing character death.
I immediately thought of giving the players a common pool hero points for this purpose. Then I thought about adapting the system to tie it closer to my intended horror theme. What I now have are "horror" points. Instead of having a pool of points to spend on benefits, players will gain points instead. Also, as points accumulate, certain challenges become more difficult or dangerous. This feature is the reverse of the Harrow points used in Carrion Crown or Curse of the Crimson Throne.
I enjoy the development of this idea but I have fundemental concerns.
Is it wrong to create a new set of rules where savvy gming can suffice? Is the hero point system balanced to begin with? Would the new system actually take away from the horror theme of the game session?
In addition to those concerns, I have other subjects related to its application: Should the pool be one that is shared by all players? Or should each player accumulate their own pool? Perhaps a hybrid? What hindrances should the horror points generate? One of my ideas is to give villains additional hp equal to the total horror points that the party has accumulated.
Have any of you designed or implemented something similar? I thank you in advance for your input.


Could you provide some examples, mechanically speaking? It almost sounds like you're talking a out a form of death spiral mechanic. I am interpreting what you're saying as, if players would normally die, they survive, but gain 1 horror point.

What sort of events trigger this and what specific effects do you intend? Is there a way to bleed them off?

Lantern Lodge

Yes, this is a death spiral mechanic. The uses of horror points will be almost identical to the uses of hero points in the APG.
Detriments could include penalities to saves vs specific traps, haunts, or certain monsters' special abilities/spells. For example if the party has accumulated 6 or more horror points they would suffer a -2 penalty to saves vs Monster X's cause fear special ability. Or monsters would gain special attacks or defenses if the party accumulates too many. Another example being if the party has 3 horror points Monster Y's attacks are poisoned, if the party has 9 horror points it also has DR 5/good.
A simple application would be to give villains the ability to spend the party's horror points for their own benefits. But that seems like a dm vs player mechanic.
I am thinking that certain conditions/effects would cause players to gain horror points outright. If they fail to save against certain traps/haunts or if they fail to accomplish their objectives. Similarly, accomplishing objectives will cause them to lose horror points. Or good roleplaying causes you to lose a horror point.


BrotherBen wrote:
Yes, this is a death spiral mechanic. The uses of horror points will be almost identical to the uses of hero points in the APG.

Gotcha.

BrotherBen wrote:
Detriments could include penalities to saves vs specific traps, haunts, or certain monsters' special abilities/spells. For example if the party has accumulated 6 or more horror points they would suffer a -2 penalty to saves vs Monster X's cause fear special ability. Or monsters would gain special attacks or defenses if the party accumulates too many. Another example being if the party has 3 horror points Monster Y's attacks are poisoned, if the party has 9 horror points it also has DR 5/good.

A good option.

BrotherBen wrote:
A simple application would be to give villains the ability to spend the party's horror points for their own benefits. But that seems like a dm vs player mechanic.

Actually, this is the one I like the most. The only player vs GM problem I see is if you overpopulate the potential to gain Horror Points.

BrotherBen wrote:
I am thinking that certain conditions/effects would cause players to gain horror points outright. If they fail to save against certain traps/haunts or if they fail to accomplish their objectives. Similarly, accomplishing objectives will cause them to lose horror points. Or good roleplaying causes you to lose a horror point.

A good option.

Ultimately, I think a combination of the systems will work just fine:

1. MAJOR villains can use them against the party for their own benefits.
2. Accumulation is based on events.
3. Loss removes gained points.
4. I'd also use a "global pool" - not an individual pool. The PARTY accumulates and loses hero points, not the characters.


This kind of reminds me of Fable 2, though obviously also way different. In that game, it was specifically stated that as a Hero, you could not die. However, every time you get your face stomped into the ground, you gain scars, which are detriments to certain social stats.

Although frankly, I didn't quite agree with that. I mean, some chicks do, in fact, dig scars.


Vamptastic wrote:
Although frankly, I didn't quite agree with that. I mean, some chicks do, in fact, dig scars.

Agreed. Some cultures practice ritual scarification and other body modifications just to make themselves more like their cultural "ideal".

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