Hero Points

ThatGuy

Mongoose
I'm curious.

What are some of the most effective uses people have seen for Hero point usage?

What are some of the most creative and interesting?

I have seen some ineffective usages, and witnessed some "darn, if I had used it the other way it would've worked better!" moments.

I'm curious about others experiences.

Or do a lot of folks just save 'em up and trade 'em for stuff?
 
My players call them "save-ass points". As this suggests, the majority are used to keep them alive in combat. I think due to combat being so deadly, they get little opportunity to use them for much else! 8)
 
Yeah, "save-ass" is always a favorite use! :)

What I'm getting at is what works best?

For example, I had an awesome character that threw a Javelin at an Orc that was about to put out the last torch and missed. I burned a Hero point...and missed again (despite an 85% skill. All dice hate me.). In retrospect, I felt like it wasn't really the best use of a hero point (always easy to say when it fails).

During another point in the fight my character threw a Javelin at an Orc. The Orc dodged...and won the opposed roll by 1 point (my roll was a 60, his, a 61)- which I knew from previous rolls was about the limit of the Orcs skill. My guy was a brutally efficient fighter and a passable spirit magician, and as a result his Javelins were killing blows. Now, I didn't realize until later that burning a hero point and forcing a re-roll of that roll may have been more effective, since the chances of the Orc dodging out of the way were pretty slim. I realized, burning a hero point in a crucial situation is probably best used on an opposed test- like a trip, or a disarm- that you know you already have an advantage in.

Like the critical roll you make where the GM miraculously rolls a critical that wins the opposed contest- that sort of thing.

Just wondering if others had those types of insights.

Or if I am just crazy and reading into it waaaay to deeply... :D
 
I agree, opposed rolls are probably the best uses. Two players between them burned three Hero Points unsuccessfully trying to kill the dragon, before the bowman did it without needing any.
 
In games Loz or I run we see Hero Points being used for a variety of things. Most players keep at least one in reserve just in case something bad happens to them, but more often than not they aren't combat exclusive. A popular use is when players re-roll skills during the crux of swaying a debate or have missed what might be an important clue in an investigation and so on.

Sometimes we use them to perform some entertaining deed. As a point of fact I burned a Hero Point a few weeks back to re-roll resisting an exorcism. I'd critically succeeded but I was having so much fun being possessed by a Mostali spirit that I thought it'd be more fun to fail, so that I could continue spouting engineering garbage, upset the local dignitaries and keep the other players laughing.

As a GM I'm always open to letting a player pull off some reasonable action if they are willing to burn a point for it.
 
My players routinely use them for rerolling dice, which keeps them happy. I also let them reroll Experience gains if they want to - anything to burn them up.

We have a house rule that says if a roll is within 10% (or 1, whichever is larger) of a brek point then they can spend a point to achieve that break point. So, someone with Athletics 80% should Critical on 08, but if he rolls 09 he can spend a point to get a Critical. Similarly, if he rolled 87 he could spend a point to succeed, but if he rolld an 89 he would have to spend a point to reroll.

I prefer it when they use Hero Points to do something spectacular, or to change minor plot points.

So, if a character wanted to run up a wall and somersault back over an opponent, that would take a Hero Point. Picking up a red hot brazier and carrying it for several paces would take a Hero Point. Knowing that eating spotted mushrooms in the Enchanted Forest would cost a Hero Point.

With Plot Points, the classic example would be to spend a Hero Point to ensure that the guard in their prison cell is the chap whose life they saved a couple of weeks ago. Other examples would be to ensure that they can move between two patroling guards through their blind spot or to know what best to bribe a local official with.
 
I have limited Hero Points to re rolling their own dice rolls and performing a heroic action whilst heavily injured.

Reason being I really wanted the avoid the above situation of players using them as a get out of trouble card (not thats theres anything wrong with that just not my thing)
 
soltakss said:
With Plot Points, the classic example would be to spend a Hero Point to ensure that the guard in their prison cell is the chap whose life they saved a couple of weeks ago. Other examples would be to ensure that they can move between two patroling guards through their blind spot or to know what best to bribe a local official with.

It's a pity this is no longer an "official" option in the rules. There is a great section about how to "Price" plot points in Mythic Russia.

Your variations about "bumping" instead of rerolling when you are within 10% of the result is interesting.
 
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