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View Full Version : How about "Force Points"?


Great Beyond
Feb 22nd, '08, 02:36 PM
One of the game mechanics I've always wished that Hero system had was something from the D6 Star Wars game (of which, no doubt tons of other games had - but I'll stick with Star Wars since I know that system the best) called Force Points.

Without getting into too specific details, a character had X amount of them, to be used in times of "I have to shoot the exhaust port with my proton torpedo or everyone goes BOOM" moments of crisis. In Wars, it doubled your dice code (a 5D blaster skill jumps to 10) for one round - basically doubling your chances of doing something you really needed to do.

Now I know Hero has pushing, and you can exert yourself above and beyond in times of need, but getting 10 active points really doesn't have that sense "I need to do this NOW!"

I've always thought that the game could benefit from something similar. Thoughts, or am I just nuts?

(Oh, and sorry if this belongs elsewhere - I was indecisive on if one of the other threads applies, so I opted for my own. :) )

Balok
Feb 22nd, '08, 03:20 PM
I believe that Pulp Heroes includes a mechanic like this, called Hero Points, that Steve is considering for inclusion in the regular rules.

Great Beyond
Feb 22nd, '08, 03:29 PM
Well, my work is done here!

*rides off into sunset!*

Seriously tho, thats cool. I had no idea such a beast existed, since I think I've played pulp hero like once.

Balok
Feb 22nd, '08, 03:49 PM
Well, before you say your work is done - I don't know *exactly* how Hero points work, as I have not played nor read PH. ;)

JohnTaber
Feb 22nd, '08, 03:52 PM
I have not read my copy of Pulp Hero yet either...fine so sue me...anyway...something like Fudge Points would be really neat in Hero. I have changed Luck so that it works this way but a mechanic would be neat.

ghost-angel
Feb 22nd, '08, 06:27 PM
in the General Rules (IIRC) Steve has suggested making this a Core Component of the system.

GamePhil
Feb 23rd, '08, 05:19 PM
Well, before you say your work is done - I don't know *exactly* how Hero points work, as I have not played nor read PH. ;)

If you have 5ER (or just 5E, for that matter) go to the section on Luck and look at the options for it. That's the fundamentals on how it works: you can use them to re-roll or modify your rolls.

Sean Waters
Feb 25th, '08, 06:31 AM
I'm a little wary of this, for this reason. You want 'Force Points' or CoH Enhancements, or any other kind of temporary boost: make it.

For example:

Heart pounding moment: +1 Overall (10 Active Points); 1 Charge which Never Recovers (-4), Increased Endurance Cost (x3 END; -1), Costs Endurance (-1/2)

1 point

So, here you have a one off one point skill level (overall level), you can use once for 3 END (that one made you sweat!).

Generally this is a waste of character points BUT the GM could hand these out to reduce the amount of XP he gives, whilst still making the characters feel they have a real (and useful) reward, or in addition if you want a more cinematic effect. Some more examples:

Power when it counts: Energy Blast 1d6 (or +1 DC of any attack power), Reduced Endurance (0 END; +1/2) (7 Active Points); 1 Charge which Never Recovers (-4)

1 point

Was I meant to feel that? +7 PD (7 Active Points); 1 Charge which Never Recovers (-4)

1 point

One with the battle: +1 with DCV (5 Active Points); 1 Continuing Charge lasting 1 Turn which Never Recovers (-3 1/4)

1 point

In the rush to cover everything we have to be somewhat wary of creating rules for things we can do anyway, using the system without modification, either on a character by character basis or across a campaign. This is, afterall, Hero, and Hero can do just about anything :D

GamePhil
Feb 25th, '08, 06:35 AM
I'm a little wary of this, for this reason. You want 'Force Points' or CoH Enhancements, or any other kind of temporary boost: make it.


I agree with the principle, however, all Hero Points are is an expansion of Luck that is given to the character for free. That is, it's an Everyman Power. I don't see any problem with giving everyone in a game an ability that the GM believes will make it function closer to what he wants.

Hmm, have to go post that...

Rockhoof
Feb 25th, '08, 07:14 AM
I'm confused, what do Hero Points do that the Luck power, with suitable dis/advantages, doesn't?

ghost-angel
Feb 25th, '08, 02:19 PM
I'm confused, what do Hero Points do that the Luck power, with suitable dis/advantages, doesn't?

First, everyone gets at least some, even if they don't have Luck.

Two, they don't have to function like Luck at all. In Pulp Hero you can buy Luck that gives you more Hero Points. Or you can buy other variations on Luck.

Essentially Hero Points allow the Player to affect the Game World in meta-game effect.

For instance if you fall into a hole and find yourself in a cave, but it's dark down here. The GM can give you an option to spend some Hero Points to say you packed your flash light, or a torch depending on genre, "just in case."

Or other variations. Some also allow them to be spend to change or reroll dice.

Personally - I don't much like them as I think it introduces a heavy metagaming aspect to the table. But, I also think they open the game up to certain styles of play and should absolutely be included as an optional rule.

Sean Waters
Feb 26th, '08, 12:54 AM
I agree with the principle, however, all Hero Points are is an expansion of Luck that is given to the character for free. That is, it's an Everyman Power. I don't see any problem with giving everyone in a game an ability that the GM believes will make it function closer to what he wants.

Hmm, have to go post that...

Well that's fine, but all I'm saying (and I don't have pulp Hero, so I don't know the mechanic precisely), is that it is really not needed. If it works as 'bonus luck' then:

1. Presumably it is not going to be appropriate for every game, and so should be an optional rule rather than a core mechanic.

This may sound like semantics, but it isn't: what is in the core system helps to define the shared vision that we have of what Hero is. The inclusion of Hero Points as a core mechanic, rather than a toolkitting option would help to define Hero as a less realistic, more cinematic experience, and that will alienate as many as it will enchant. Keeping it as an option is more likely to satisfy more people, IMO.

2. You can still do it as a build: hand out Hero Points built this way:

Fortune favours the brave*: 1d6 Luck (5 AP) 1 charge, never recovers (-4)

1 point

The GM hands out Hero Points according to whatever criteria he sees fit: instead of XP, in addition to XP, as in-game rewards for wow-moments, or just 5 Hero Points at the start of every game session.

3. Arguably 'building' Hero Points, as opposed to creating a new mechanic is far more in tune with the spirit of Hero and actively demonstrates how you can use the character generation and campaign rules to substantially alter the feel of a game without deviating from teh core rules at all. That has to be a good thing.


* This is a lie, but one the majority often, wrongly believe. What it should read is this:

History tends to record the exploits of the brave who were fortunate, but braveness in itself is no guarantee of fortune.

For every Alexander the Great, there are dozens, even hundreds of Alexander the Deads.

Steve Long
Feb 26th, '08, 07:12 AM
OK, I think I've heard enough on Force Points.

To the extent anyone wants to discuss the proposed Hero Points, please use the General Issues thread. Thankyew. ;)