|
Post by Tasha on May 21, 2014 9:53:22 GMT
I am really in love with Savage World's Bennies and Fate's Fate points. Hero has HAP, but they are way too complicated. This many points does that and that other number of points can do these things. I would love to have an easier to use system like SW and FATE also one that expects that players will be getting and spending points during the game. Not just getting a few at the end of an adventure and not many more.
So again, how would YOU simplify HAP?
|
|
|
Post by CRTaylor on May 21, 2014 14:00:01 GMT
I dunno simplify, but I have a system I'm inconsistent using right now where people get a hero point for any "splash page" event (something spectacular or very memorable in the game), any time a complication forces them to do something they don't want to or is very disadvantageous, or any time someone engages in particularly great role playing. They get it on the spot, that moment.
|
|
|
Post by Tasha on May 21, 2014 17:32:34 GMT
I dunno simplify, but I have a system I'm inconsistent using right now where people get a hero point for any "splash page" event (something spectacular or very memorable in the game), any time a complication forces them to do something they don't want to or is very disadvantageous, or any time someone engages in particularly great role playing. They get it on the spot, that moment. That's exactly how I am planning on handling them. If they allow themselves to be captured, as they play Psych Limits etc, when I bring their hunteds into play etc. Also when they just roleplay well.
|
|
gojira
Double Digit Master
in a rubber monster suit.
Posts: 85
|
Post by gojira on May 21, 2014 21:03:28 GMT
I like the idea that players start with some HAP. Do SW and Fate do the same?
I haven't tried this but in Pulp Hero, HAP was the same as Luck, so I'd consider allowing players to roll or have some other control based on Luck. There might be Testing Your Luck = ask for a roll, might be done once per scene or so. And Pushing Your Luck where you spend dice or points for a set effect; those points only come back at predefined points like start of a new play session.
(I just realized that the acronym 'HAP' sounds a lot like something from a Groo comic. "What do you mean?! Hero has lots of HAP!! And feck too! We have lots of feck!!")
|
|
|
Post by CRTaylor on May 21, 2014 21:11:14 GMT
I would allow a character to spend a character point to always start each adventure with a hero point, but not for free.
|
|
|
Post by Thia Halmades on May 21, 2014 23:18:23 GMT
For me, this has been adapted as Luck. When I use it, everyone gets, for free, 1 point (die) of Luck. Roll die for NDB. 1 = 0, 2-5 = 1, 6 = 2. People who purchase Luck get the same effect by scene/requirement as needed. If you need that point of luck, boom. YMMV.
|
|
kravenkor
Double Digit Master
"We're making a better world; all of them. Better worlds."
Posts: 92
|
Post by kravenkor on May 22, 2014 1:37:18 GMT
This is as yet not fully tested, but here is what I'm doing on my HEROCentral game's:
Obviously an exact duplicate of this would not be perhaps best, but I think just having it all be 1-point things you can do to "save your butt" is fair-ish, even if each of the above is not functionally equivalent in its benefit.
|
|
|
Post by tikiman on May 22, 2014 19:41:42 GMT
I'm assuming a Heroic Action Point is like Marvel's Karma or DC Heroes' Hero Points?
If so, part of the appeal of Champions to me is that it is different from other games. If Champions is doing Hero Points now, it's news to me. I don't really see the need; I can play another system if I want Hero Points.
|
|
|
Post by CRTaylor on May 22, 2014 20:53:01 GMT
Its not an official part of the rules at all, its just an idea a lot of other games use (and I happen to like) so the new edition suggests how that could be done in Hero. For me its a way as a GM of encouraging role playing and genre play, as well as avoiding situations like this:
I was playing a character once that was a strong brick kinda guy with variable advantage on HTA and his strength. HIs background was that he was a Bloodguard, a race of people who protect important figures in history to move things along to the best end. ONe of the other character in the group (unknown to him) was one of those people and secretly Sergeant Steel was protecting him. Well, he got grabbed and pulled out of an elevator by bad guys to the roof and was in danger (my danger sense applied to him). So I flew straight up as hard and as fast as I could to crash through the roof of the elevator and do a sizable presence attack, pulling attention off my ward.
I didn't actually roll ALL ones but it was damned close. I bounced off the thin metal roof of the elevator shaft barely denting it.
Now, that kind of thing really shouldn't ever happen in a serious heroic setting; my ward almost died BECAUSE of that crappy roll. So Hero Points help avoid that kind of thing by righting wrongs in the quirks of chance, for the sake of the story and the fun of all involved.
|
|
|
Post by tikiman on May 23, 2014 1:03:55 GMT
See, I actually prefer the possibility that a bad roll will eff things up for the characters. I've had many games change utterly in fantastic ways as a result of a lousy roll at an important juncture. Maybe I'm just old-school. Or something.
|
|
gojira
Double Digit Master
in a rubber monster suit.
Posts: 85
|
Post by gojira on May 23, 2014 1:13:08 GMT
Hero Action Points are in Champions Complete, and the rules for HAP rules aren't even marked "optional." Every player rolls 2d6 and records the result. Those points can be used to improve the results of success rolls or effects rolls.
|
|
|
Post by Sketchpad on May 23, 2014 1:18:51 GMT
I've always said that the next time I run Champions, I'd use HAPs (or Hero Points as I call them) in the following manner: • Re-Roll a check (Combat/Skill/ etc). • Add 1 DC to a damage roll. • Gain an automatic Recovery/Healing roll. • Gain a useful resource for a single phase. • Edit a scene in favor of the players.
All heroes begin with one Hero Point and may purchase others at 5 pts/HP.
|
|
|
Post by tikiman on May 23, 2014 1:31:57 GMT
Hero Action Points are in Champions Complete, and the rules for HAP rules aren't even marked "optional." Every player rolls 2d6 and records the result. Those points can be used to improve the results of success rolls or effects rolls. Wow...as Bob Dylan once sang, "Things have changed." Not something I would want to use in my Hero games. Were they merely optional in 6th edition?
|
|
|
Post by CRTaylor on May 23, 2014 2:18:18 GMT
Hero points won't negate the possibility of something bad happening, just the possibility of something really bad ruining the game or the scene because of a lame die roll. Its not like you give these things out by the handful as a GM, I am very stingy with them. And really, every GM worth their salt will fudge a roll if its going to ruin the game, this just puts it in the players' hands and gives them a choice of using their hero point now or saving it for another time they can't forsee.
|
|
|
Post by tikiman on May 23, 2014 13:41:56 GMT
Hero points won't negate the possibility of something bad happening, just the possibility of something really bad ruining the game or the scene because of a lame die roll. Its not like you give these things out by the handful as a GM, I am very stingy with them. And really, every GM worth their salt will fudge a roll if its going to ruin the game, this just puts it in the players' hands and gives them a choice of using their hero point now or saving it for another time they can't forsee. We have different approaches to games. I don't believe a game can be ruined or a scene can be ruined by a bad roll. I think you get a different result than you expected. I don't think that's bad. Also, the "story" to me shouldn't be predetermined: "At this point Aquaman successfully summons whales to smash the trawler." I think the GM needs to be prepared for what happens if Aquaman fails to smash the trawler because he rolls poorly and no whales are in the area. Are players today so coddled they can't accept their characters failing due to an unlucky roll? Are GMs so set on their "story" that they can't accept a divergent outcome? Why use dice at all? Why not just narrate what happens?
|
|