| heyzoms |
So I hand out 1 hero point at the beginning of the session to everyone as well as hand another out at the halfway point of the session, usually at the 2 hour mark. Hero points also carry over to the next session. These rules are to make it easy for me to remember to give players consistent hero points.
After some time with these rules I want to add some changes to make hero points even more heroic in nature.
Using Keeley's Hero Point Rule - IF a natural result of a hero point is 10 or less, a bonus of 10 is applied after the fact.
Not a Heroic Villain - When you use an ability that requires a creature to make a saving throw. You can make a single creature reroll their saving throw and use that new roll. This is a misfortune effect.
I like "Not a Heroic Villain" because it help casters with big spells
But what do you think would either of these rules be to powerful in my current setup? and why?
| Perpdepog |
IMO hero points are probably one of the safest things to tweak and fiddle with in your games, since you've got so much control over when they appear, and the circumstances the game advises you to hand them out for are things that everyone will likely enjoy anyway, doing heroic stuff.
I think both your uses are fine. I'm assuming the second one is intended to only work against minion-style creatures, and isn't intended to work on bosses. If not then I'd suggest altering the rule to work on L0 or lower creatures, just so the party doesn't save up all their points, hammer the boss with their biggest, most hampering spells, and repeatedly force your boss to fail their save.
I'm also assuming your +10 rule doesn't treat a natural 10 like a natural 20, though at the point you've got a 20 on the die that doesn't matter too much. Come to think, you may want to lower the bonus you gain a smidge, unless you're comfortable with the increased chances of critting that come along with it.
| heyzoms |
IMO hero points are probably one of the safest things to tweak and fiddle with in your games, since you've got so much control over when they appear, and the circumstances the game advises you to hand them out for are things that everyone will likely enjoy anyway, doing heroic stuff.
I think both your uses are fine. I'm assuming the second one is intended to only work against minion-style creatures, and isn't intended to work on bosses. If not then I'd suggest altering the rule to work on L0 or lower creatures, just so the party doesn't save up all their points, hammer the boss with their biggest, most hampering spells, and repeatedly force your boss to fail their save.
I'm also assuming your +10 rule doesn't treat a natural 10 like a natural 20, though at the point you've got a 20 on the die that doesn't matter too much. Come to think, you may want to lower the bonus you gain a smidge, unless you're comfortable with the increased chances of critting that come along with it.
I like your suggestions I think I'll do just that
| Perses13 |
I'm a player in a campaign that uses Keeley's Hero Point rule. My main complaint about that one is it makes it more desirable to roll a 2 on the reroll than an 11 and that feels weird.
Personally I'd rather if a roll under 10 on a hero point reroll just counted as a 10, but I'm sure there's other workable solutions as well.
| heyzoms |
I'm a player in a campaign that uses Keeley's Hero Point rule. My main complaint about that one is it makes it more desirable to roll a 2 on the reroll than an 11 and that feels weird.
Personally I'd rather if a roll under 10 on a hero point reroll just counted as a 10, but I'm sure there's other workable solutions as well.
I agree 100%. I think I will be doing just that.