
coyotegospel |

With Hero Points being awarded and discarded at the start (and end respectively) of each session, I was curious if anyone has altered this paradigm for shorter or longer play sessions?
For example, if a group is planning on a marathon 12 hour game session, I wonder if handing out 1 hero point at the start of the session puts them at a disadvantage over a group that plays a 4 hour session. Obviously the longer session gives PCs more opportunities to earn additional hero points, but the baseline "automatic" hero point handout changes considerably with the PCs in a group playing 4 hour sessions having a minimum of 3 times as many hero points over the course of that block of time.
On the opposite side, my group typically plays 2 hour sessions and I worry that that a "Get out of death free" card every single session will take a lot of the threat out of the game as there's only so many combats you could get into in 2 hours.
Just generally curious if anyone has made adjustments and if so how that went?

Kennethray |
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I had the "remember to give out" issue with inspiration. My fix for that was just give the group a pile of advantages equal to the party size, and they could be used anytime for any d20 roll. For hero points, I have given them all 1 each as a get out of death free card only. I may make it a pool once they pass level 5. When I first started 5e I thought inspiration was cool, but it ended up being a headache. So I am pre-avoiding it now.
So far this has been my only house rule i have implemented. We will see how things change after age of ashes.
K-ray

Ice Titan |

I give all my PCs 2 hero points when the session begins.
Too irritating trying to micromanage every single encounter's play of the game.
The system is very swingy and most of the time they just use the second hero point on things they really want to have happen-- usually Recall Knowledge rolls, or Diplomacy versus non-important NPCs.
The system is already so pitted against the PCs that I can't imagine playing without them.

krazmuze |
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Yeah I really dislike this metagame mechanic (hourly rate session reset) because it does not fit the narrative at all. Interesting to watch short youtubes struggle to deal with this rule in 1-2hr sessions where it makes no sense at all.
But you cannot get rid of them because they are the intended counter to swingy critical ranges unbalancing the game. These are my simple changes to make them fit the narrative and not your playtimes.
Hero points are reset only after downtime. Makes sense as you stopped being a hero during downtime. If PCs want to blow their unused one crafting/working that is fine.
Hero points are given out to MVP after noteworthy explorations or social encounters (when you can earn quest XP) and every battle encounter. This is easy to remember as you are handing out loot and XP while taking a break, just put it on your checklist to hand out a hero point then. At severe level bosses maybe two hero points as those tend to be long fights. If someone is maxed they can give their new point to someone else.

SuperBidi |

I would certainly allow my players to use as many as they want as long as the action they are currently making seems extremely important for their character and as long as they describe it the way it should.
Otherwise, everyone keeps them for saving throw critical failures, and considering the number you have, it removes nearly all chances of such thing to happen.

Ice Titan |

I completely forgot to mention that I also have the Hero Point reroll add +10 to the number if it's below 11.
Natural 20 is still only a Natural 20, but 1s are 11s and 10s are 20 without a critical effect.
Even with this I feel like Pathfinder 2 is sometimes prohibitively difficult. Maybe it's just Age of Ashes, but my 6 person party often barely survives fights and I'm not looking forward to how bad things get in 10 levels.

thenobledrake |
I completely forgot to mention that I also have the Hero Point reroll add +10 to the number if it's below 11.
Natural 20 is still only a Natural 20, but 1s are 11s and 10s are 20 without a critical effect.
Even with this I feel like Pathfinder 2 is sometimes prohibitively difficult. Maybe it's just Age of Ashes, but my 6 person party often barely survives fights and I'm not looking forward to how bad things get in 10 levels.
I haven't checked past the first- and second-level portions of the adventure yet, but if the other sections continue the trend Age of Ashes has roughly a 3:1 ratio of using creatures that the Table: 10-2: Creature XP and Role has the word "boss" in the suggested role column for, making it more difficult than a campaign laid out by a GM adhering to the apparent encounter building advice/guidelines is likely to be.
It's something I looked into because members of my own group were commenting on how hard the game feels - and while I could explain some of the feeling of difficulty being from the players not yet being fully "in the zone" as far as how the new rules work, and some being from thinking of hitting zero HP as being as "I nearly died" as it is in PF1 or D&D when it's not actually as severe in PF2, there was still enough feeling of difficulty increase that I had to figure out where it was coming from: encounter design including mostly "boss" monsters, and in my first couple sessions my poor choices of how to expand encounters to fit the 5-person party of player characters (note: if adding the elite template to the one monster present in an encounter is just the right number of XP to fit the larger budget, do something else instead if you can because that elite monster will really push the players' buttons and make them think the game personally hates them)

coyotegospel |

But you cannot get rid of them because they are the intended counter to swingy critical ranges unbalancing the game. These are my simple changes to make them fit the narrative and not your playtimes.
Hero points are reset only after downtime. Makes sense as you stopped being a hero during downtime. If PCs want to blow their unused one crafting/working that is fine.
Good feedback all around, but I particularly like this idea!

krazmuze |
Note I originally was thinking to reset hero points to zero at downtime because hero points should be earned... but then I opened chapter two of Plaguestone which starts with two severe encounters back to back. 240XP beyond deadly!
After the backup party arrived in town and met up with the surviving alchemist, they started with the new rule of reset back to one hero point after downtime. Use up your extras earned on rerolls, but always keep that one point around in case you die.
Everyone eventually has that moment in their life where they say - I could/should have died. That is what hero points are. Takes some kills to realize they put those points in because they did not want to balance crit range out of the game.

Sapient |

I wish there were more uses for Hero Points. As a player, I've yet to spend one, despite starting each session with 2. (I get an extra for keeping a game log.) I always like being able to spend such things for minor narrative effects in RPGs. The bartender is actually an old family friend. The long sword we found was actually a rapier. That sort of thing.

HumbleGamer |
I wish there were more uses for Hero Points. As a player, I've yet to spend one, despite starting each session with 2. (I get an extra for keeping a game log.) I always like being able to spend such things for minor narrative effects in RPGs. The bartender is actually an old family friend. The long sword we found was actually a rapier. That sort of thing.
The point is that they are not hero points, but more a random reroll.
There is an ongoing discussion in the homebrew section
https://paizo.com/threads/rzs42tvw?Hero-Points
Personally, I would prefer them being even more limited, but more effective.
Given a situation where our hero fails a specific task, which could be
- avoiding a dragon's breath
- resisting the medusa's gaze
- tripping/shoving the enemy before he kills the prisonore
- avoid being notice
- disarming the enemy
- etc...
Declaring an heroic act shouldn't mean reroll the die and take the new result, only because it wouldn't be heroic at all.
It could still be a failure, or simply worse than the previous result.
Instead, for an instance by increasing the result by 1 degree, a failure could be turned into a success ( or a success into a critical one, or a critical failure into a failure ).
Something like
I try to hit the enemy *roll 3*
You miss the enemy
*using an hero point and describe the scene*
With steadiness I grip my weapon with more strength, slightly twist ing my wirst in order to correct the trajectory of the blow, intent to land it.
With a heroic maneuver, you somehow manage to turn a failed swing into a hit.
...
Obviously hero points should be then even more limited ( X per campaign more than X per session ).
This will give on the one hand better performance, which really could turn the tides ( instead of meaningless reroll which could have nothing heroic ).
On the other hand a DM won't have to dedicate time by assigning reroll to their players at the beginning and during every session.
And saving them for an epic task instead of wasting them to reroll a check, a save or a failed attack with 0 map ( since they would be limited ).

Fumarole |
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I wish there were more uses for Hero Points. As a player, I've yet to spend one, despite starting each session with 2. (I get an extra for keeping a game log.) I always like being able to spend such things for minor narrative effects in RPGs. The bartender is actually an old family friend. The long sword we found was actually a rapier. That sort of thing.
I use the Plot Twist cards from first edition, giving one to each player per hero point. Each player gets one for showing up and a second for showing up on time and ready to play. More can be given out during the session if players and/or their characters do something helpful/awesome. Helpful would be a player reminding me about something I forgot (a recent example is that I forgot to play one enemy during a fight for one turn). Something awesome would be anything the character does that greatly enhances the story (often this involves the use of another card, so it basically can pay for itself).
They can be used as hero points, or used as the card describes (subject to my discretion since they were meant for first edition). The players really seem to like them, and use them more often than they used hero points in the playtest, even though they were given roughly the same amount. Hero points were hoarded (with many sessions having none used) whereas cards are used every single session by at least one player and sometimes all players.
Here is the relevant portion of my house rules document, in case anyone is interested:
Plot Twists
One Plot Twist card will be given to each player at the start of each session, with a second being given to each player who arrives on time and ready to play. A third can be earned during play for exceptional roleplaying or especially cool/heroic activity, at the GM’s discretion.
-Players may suggest that the actions of a fellow player are worth a card if the GM doesn’t immediately award one.
-Cards may be awarded to players who help keep the GM honest regarding things forgotten during a session.
-No more than three cards can be held by a player at any time.Plot Twist cards can be used as Hero Points, in which case the cards function as Hero Points as outlined in the Core Rulebook on page 467.
-One card equals one Hero Point.Plot Twist cards can also be used to alter the story being told, per one of the four narrative elements on the card or with the mechanical element on the card.
-When using the narrative element of a card, the player will describe to the GM what effect they wish the card to have over the story. The GM will then adapt the story to fit the player’s request, within reason. Any idea the player suggests that is unreasonable can be ignored at the GM’s discretion and the player retains the card for future use.
-Cards can be played at any time, in combat or not, on anyone's turn, as appropriate to the card.
-Players will not reveal their cards to anyone until they are played; this is to encourage each player to direct the story to their own desires and not have other players play their cards for them.
-A second player may play a card at the same time as another player if the cards synergize to improve the story or make for a more dramatic moment.
-The mechanical element of the card may be modified or ruled inappropriate by the GM as these pertain to first edition rules.As Plot Twist cards are used they are returned to the deck.
-Unused cards at the end of a session will be returned to the deck.

Sapient |

I use the Plot Twist cards from first edition, giving one to each player per hero point. Each player gets one for showing up and a second for showing up on time and ready to play. More can be given out during the session if players and/or their characters do something helpful/awesome. Helpful would be a player reminding me about something I forgot (a recent example is that I forgot to play one enemy during a fight for one turn). Something awesome would be anything the character does that greatly enhances the story (often this involves the use of another card, so it basically can pay for itself).
They can be used as hero points, or used as the card describes (subject to my discretion since they were meant for first edition). The players really seem to like them, and use them more often than they used hero points in the playtest, even though they were given roughly the same amount. Hero points were hoarded (with many sessions having none used) whereas cards are used every single session by at least one player and sometimes all players.
Here is the relevant portion of my house rules document, in case anyone is interested:
Fumarole's House Rules wrote:...Plot Twists
One Plot Twist card will be given to each player at the start of each session, with a second being given to each player who arrives on time and ready to play. A third can be earned during play for exceptional roleplaying or especially cool/heroic activity, at the GM’s discretion.
-Players may suggest that the actions of a fellow player are worth a card if the GM doesn’t immediately award one.
-Cards may be awarded to players who help keep the GM honest
I quite like this, though I'm a little wary about rewards for impressing the GM. Depending on the group, some people may feel unappreciated or "less than". I tend to be very involved as a player, and I find that the RP and increased table time is reward enough for that. But rewarding people for showing up on-time and ready? LOVE that.

Fumarole |

During the playtest it was one hero point for showing up on time and another one for completing the player surveys (for the first session of parts 2-7 anyway). One player in particular would always be on time but was rarely ready to play; sometimes it would take an hour for him to be ready. When we jumped into Age of Ashes I added one for being ready and since then he has been ready every single time, so I call that a big win for the group. I'd much rather the game be easier on the PCs (since the Plot Twists cards can be extremely helpful) than have four people waiting around for the fifth.
I'm not sure "impressing the GM" is a good way to put it (it's more like the rulebook describes: "performing heroic deeds—something selfless, daring, or beyond normal expectations"), but even so I have a great group that has been together since before the playtest and we get along great, so it's not a big deal for me.

orphias |
hourly rate session reset - This is mentioned in krazmuze's Post. I haven't come across this in the rulebook. Is a session only supposed to last 1 hour ?
So in my game of play which typically last about 5 hours the grp gets a HP every hour. What if they are just wandering through a town for 2 hours and shopping. They get 2 Hero Points for heroic shopping? LOL

R0b0tBadgr |

Honestly, I'm not sure if the "problem" people are having with too few hero points is because they haven't looked at RAW. I mean, from the core rulebook p507:
In a typical game, you’ll hand out about 1 Hero Point during each hour of play after the first (for example, 3 extra points in a 4-hour session). If you want a more over-the-top game, or if your group is up against incredible odds and showing immense bravery, you might give them out at a faster rate, like 1 every 30 minutes (6 over a 4-hour session). Try to ensure each PC has opportunities to earn Hero Points, and avoid granting all of the Hero Points to a single character.
(AoN link: http://2e.aonprd.com/Rules.aspx?ID=572)
Also, in the sidebar on "Off-Session Gaming" there's a note about awarding hero points for things players do off-screen (AoN link: http://2e.aonprd.com/Rules.aspx?ID=503) and to keep things simple for myself, I typically award 2 hero points for most players at the start, because they usually help out in some way off-screen. One player regularly starts with 3 hero points, mostly because he buys all the food & snacks (though if someone else brought more snacks to share, they would also start with 3).
This is kind of normal in my group. If someone is extra funny, or brave, they get a hero point. Occasionally, if it was something awesome at the end of a session, I'll let that one roll over to the next session if they don't use it, because it would suck to get one, to just have it go away in the next 10 minutes of play.
Also, birthdays get special hero points, that keep. Those simply boost the degree of success to a Success, or a Critical Success if it was already a Success. And no this isn't RAW, but it's fun, so it stays.

RicoTheBold |

What Plot Twist cards?
Paizo product link (1st edition product)
I haven't actually seen/used the plot twist cards, but I've seen similar products and they're often a little too extreme in story impact for my tastes, but that's super subjective, and again - not based on reviewing this particular product.
On a similar note, I've been using the critical hit/fumble decks for 2e, and I've tweaked the provided rules there to interact with the hero point system.
On a natural 1, the player gets the choice to either suffer the Critical Fumble card's effect or use a hero point to reroll (as normal, but they can choose after seeing the card). NPCs/monsters get no choice and have to suffer the effects (which has swung some fights pretty severely - these cards can be really harsh with things like Sickened 3). I'd say these cards are higher-impact than the critical hit cards, on average.
Obviously, this only applies to attacks, but it provides a simple currency and makes it so that making attack rolls (weapons or spells) aren't being arbitrarily punished when they roll a natural 1 compared to spells with saves. Sure, bad stuff can happen, but they tend to accumulate extra hero points, too, and it provides an incentive to actually spend them on something other than stabilizing.
The cards come with a rule about saving your critical hit cards to cancel fumbles, I basically took this idea and just made hero points the currency by which you do it.
For the most part, I give everyone the starting 1 hero point per session, and maybe 1 more to everyone after a big fight/story accomplishment in a session (we usually play 2.5-4 hours). I'm not sure if my players hoard their points because I don't give enough or I don't give enough because my players don't spend theirs anyway. Using the cards the way I do has made hero points a more active currency, and probably more interesting overall.
That said, in the last 2 sessions three different players used hero points to stabilize (and one was doomed and dying 2 after suffering a brutal crit card - he had no interest in making a literal do-or-die dying check).

krazmuze |
hourly rate session reset - This is mentioned in krazmuze's Post. I haven't come across this in the rulebook. Is a session only supposed to last 1 hour ?
So in my game of play which typically last about 5 hours the grp gets a HP every hour. What if they are just wandering through a town for 2 hours and shopping. They get 2 Hero Points for heroic shopping? LOL
bad grammar that should read 'standard rules are a hero point at hourly rate with a session reset' not ' hero points reset or must be given every hour!'
CRB 467 "Hero Points last for only a single session"
CRB 504 "Hero Points are granted and used on a per-session basis...In a typical game, you’ll hand out about 1 Hero Point during each hour of play after the first" of course it goes on to say that rate can vary if they are being more heroic (or not)
It is my implication that this rule was created because of PFS, because in that play environment a session reset makes absolute sense when there is a new table and/or GM every session and there is pressure to not spend the evening shopping - get thru the module on time. No need for new GM to trust everyone that they swear their last GM gave them three hero points they did not use yet. PFS has said they made an effort to make sure that the rules they wanted was in the CRB, but I have no specific knowledge this is one of them.
Resetting and giving them with the narrative and not the session makes more sense for a consistent table where you trust your players not to cheat their sheets between sessions, and if that is a problem just use the coins that Paizo sells (or poker chips)
hourly rate is simply not fair to the person that got their 2nd or 3rd hero point in the final hour of the night kill the level boss and the last thing the party does is shop the loot so could not use it other than "I heroically crit the bargain".

krazmuze |
On a similar note, I've been using the critical hit/fumble decks for 2e, and I've tweaked the provided rules there to interact with the hero point system.
I completely missed that crit card for fumble card rule. There are some indeed some useless crits in the deck as well as some nasty fumble, and using hero points as the currency to balance that out is a good idea.

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^^^
For 1st edition, we used Table Hero Points.
Instead of each person getting one, the Table got the same sum, pooled together.
And they were used on a consensus basis - everyone had to agree when they got to be used - so if a character is consistently rolling poorly, the group could step in to change their luck.
As a DM, I always appreciated hearing my group strategize about how to use them collectively, because it was another mechanism that brought Teamwork to the forefront.
This would make it easy to add one to the pot every hour of play, with or without describing a behavior exhibited by one of the PCs.
...
I could see this system breaking down if the group has antagonisms that are not worked out, however.

RicoTheBold |

Group hero points are a cool idea - the Fantasy Flight Star Wars system has a similar mechanic, only every time you use one the GM gets the equivalent to use against you, so it feels arbitrarily zero-sum, which undermines it.
I think hero points as a group resource might be worth considering, but the main potential drawback I suspect is that there will always be players that are more inclined to spend them than others.

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I think hero points as a group resource might be worth considering, but the main potential drawback I suspect is that there will always be players that are more inclined to spend them than others.
If that player can convince the table, then they are free to do so.
Again this only works if the players have a healthy working relationship!

krazmuze |
If you make it so that you can give your hero points to someone else, the one using all the hero points is a solveable problem. Nobody is going to give them if they have to keep giving them! They will realize they are being taken advantage of!
I like the comparison of them to currency, if the paladin needs plate mail the group will pool their funds even if they normally do not keep a community fund.
So if I have 3 going into the BBEG fight and you got 0, I will probably give one unless you have 0 because you had 3 and you spent them on the most trivial of things.