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(Cross-posted to the SubReddit)
The Rule:
If you come up with something fun or in-depth, beyond just "I attack the monster" or "I Grab an Edge", the GM can (not must) give the player a Hero Point useable only on the particular d20 roll involved.
The Rationale:
I have players whose dice run cold. Long swaths of time where they can't roll above a 5 on the d20, three 1s in a row, maximum damage on attacks they miss if they roll their attack & damage at the same time, 20s on Perception checks to Seek or Search when there's nothing there.
So this should encourage creativity and lessen any humiliation. I got the idea from Exalted, wherein describing what you're doing beyond the basics is a Stunt, which adds another die or two to your Dice Pool.
This way, a player says something like, "I want to jump onto the dragon's back and plunge my sword into where wing meets spine," and get rewarded instead of penalized. You could still just walk up and stab the dragon's foreleg if you're out of ideas.

Teridax |
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I very much like the basic premise, it's always good to encourage creativity and reward players who lean into the roleplay. Depending on how frequent this is, circumstance bonuses may be better-suited for more frequent instances of these, whereas Hero Points could cover rarer instances of truly inspired play.
One thing I'll add is that if there's a feeling that players are rolling terribly, Hero Points alone wouldn't necessarily solve this -- it's not unheard of to roll two 1s in a row by spending a Hero Point, for instance. One additional benefit to using a Hero Point for a reroll could therefore to make the minimum result of the reroll a 10: not necessarily a guaranteed success every time, but it'd certainly feel less bad than rolling low on that limited resource.

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For Standard Hero Points, I also use the house rule of, "If the expenditure didn't improve your Outcome Category, you get your Hero Point back."
With these house rules in place, I don't have to reach for reasons to award Hero Points as often & the players don't have to worry about it either.

Loreguard |
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I started using three tiered tokens… at the start I give them a gold and silver token. Gold is a hero point… reroll… the silver lets them bump their roll as if they rolled one better but doesn’t make a natural 20. But they can also use it to make their opponent roll one worse. ( but not making a natural 1). The coppers are like the silver but can only be used on your rolls. If spending a hero point doesn’t do better, you get change back in the form of one coin type lower.
This way there is a bit of cost, but instead complete was when you roll bad on a hero point. They have sometimes paid attention and realized all they needed was one more on the roll and so strategically used the lower valued tokens to get a crit, or keep from taking a crit.
I’ve been starting them with a gold and silver each.
But contributing to the story as you mention could certainly earn them a hero point to use for it, or earn them a hero point for trying it.