Hero Points - an alternative system

Harshlax

Mongoose
I've noticed there have been some criticisms of the way Hero Point management works in MRQ2, namely that you need to save them up to pay for heroic abilities, but doing this means you don't spend them in game to achieve impressive deeds, thus they are of limited use in making a character act heroicly!

Why not use a system like the old West End Games' Star Wars Force Points? Award as specified in the rules but if the point is used at "a dramatically appropriate moment" you get it back, say at the end of the session or the current story when you gain experience. If its just used to save your skin, or something less appropriate for the character, it's used up.

Thoughts, comments?
 
Harshlax said:
I've noticed there have been some criticisms of the way Hero Point management works in MRQ2, namely that you need to save them up to pay for heroic abilities, but doing this means you don't spend them in game to achieve impressive deeds, thus they are of limited use in making a character act heroicly!

Why not use a system like the old West End Games' Star Wars Force Points? Award as specified in the rules but if the point is used at "a dramatically appropriate moment" you get it back, say at the end of the session or the current story when you gain experience. If its just used to save your skin, or something less appropriate for the character, it's used up.

Thoughts, comments?

I love that idea!
 
It's a system that could work for many groups.

Personally I would make my players spend the HP's for their ability, travel to an appropriate cult site, convince the local priests/shaman/mage then go on a HeroQuest to earn it (as per the HeroQuest template in CoG p.12). This may or may not involve them joining some kind of Hero cult (see the Troll cults in Races for ideas). This makes gaining Heroic Abilities a bit more of a Big Thing.

If they fail then they loose their HP's and don't gain the ability, if they flunk it badly they may even suffer some kind of backlash. Hopefully this will make them think hard about where and when to use Hero Points.

I also allow HP's to be used as Improvement Points for boosting characteristics and, possibly, cult skills. Maybe for 'buying' magic too. You could adjust the'exchange rate' for HP's and IP's based on your game.

I aim to 'force' (bad word I know, but you get the idea) my players to use a HP or two for each scenario to keep them on their toes. If they act bravely or cunningly then they can usually earn these back pretty easily. This encourages the players to use them without them being hoarded too much, if they are lucky and clever enough they avoid spending them and can save them up for Heroic Abilities. This is really just a different take on your idea I guess, the result is similar.

I suspect Hero Points are a game mechanic with the most house rules made on them, which in many ways is as it should be as everyone's game style varies so much! :wink:
 
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