- | - | - | - | - |
- | - | - | - | Dragon 118 |
* summary
* hero points = experience
level
* hero points may be spent
in a 24 period, after which they 'recharge'
* up to 5 can be spent at
once
* max = name level (suggested)
* E, S = full hero points
* F = 1/2 hero points
* P = 0 hero points
In the AD&D®
game, players have a lot
of control over their characters’
actions
and performances. A person
who plays
intelligently and thoroughly
understands
the game can usually direct
the fortunes
and progress of his character.
But when
the character faces his
moment of greatest
peril, the player is often
left at the mercy
of the dice. All the clever
strategy and
heroism in the world can’t
save a charac-
ter from a poor saving throw
or an un-
lucky attack roll. The player
can only
cross hi fingers, roll the
dice, and hope
for the best.
The “hero points” system
described here
is a way to give the players
a little more
control over the fate of
their characters.
Instead
of letting the dice totally control a
crucial
situation, a player may use these
hero points to try to affect
the dice in the
player’s favor. In certain
circumstances, a
player may apply hero points
as a bonus
to the character’s die roll,
or may use hero
points as a penalty to an
opponent’s roll.
Hero points are not a free
gift for char-
acters — they must be earned.
The DM
may award hero points to
a well-played
character who adheres to
the aims of class
and alignment. A character
who faithfully
serves a chosen cause as
he advances in
level is well on the way
to becoming a true
hero (or anti-hero, as the
case may be).
The dedicated character
may use hero
points to attempt the grand,
courageous
feats for which the great
heroes of myth
and legend are famous.
A true hero of myth or fiction
can often
push himself to accomplish
some amazing
things. The hero, when confronted
with a
life-or-death situation,
draws upon a hid-
den reserve, spiritual strength,
or gutsy
determination to attempt
a seemingly
impossible feat. When facing
the most dire
and desperate of circumstances,
the hero
can tap this core of inner
strength to
surpass his normal abilities,
and to over-
come any physical or mental
limitations.
To simulate this reserve
of inner
strength, each character
is entitled to a
pool of hero points. Hero
points are a
reflection of a character’s
willpower,
determination, luck, skill,
divine favor,
devotion to an alignment,
and dedication
to a cause. Hero points
are not just re-
stricted to good guys: the
term “hero” is
used in a loose sense to
refer to any char-
acter who fulfills the requirements
of his
class and alignment.
Good guys earn hero
points, bad guys earn anti-hero
points, and
neutral characters earn
whatever you
want to call them.
The max. number of hero points
in
the pool is equal to the
character’s experi-
ence level. Characters with
two classes
add 1 hero point to their
highest experi-
ence level, and those with
three classes,
add 2 points to their highest
level. For
example, an elven fighter/magic-user/thief
(4/4/5) would have a maximum
of 5 + 2 =
7 hero points in her pool.
To limit the
number of hero points available
to very
high level characters, some
DMs might
wish to halt the gain of
hero points when
the character reaches name
level.
A character may expend any
or all of his
hero points within a 24-hour
period (or
however long a campaign
day is). Once all
points are used, the character
must wait
until the next campaign
day to renew the
points in the pool. Unused
points at the
end of the day are simply
wasted. Points
cannot be hoarded for future
use, nor can
they be borrowed from the
unused points
of any previous day.
Hero points are expended
to try to affect
important die rolls, such
as
“to hit”
rolls,
saving
throws,
or damage
rolls.
The player
must declare the use of
any hero points
before the roll is attempted.
The hero
points are then applied
as a bonus or
penalty to the roll. Once
the point use is
declared, the hero points
are spent regard-
less of what the die roll
result may be. If
the character would have
made the roll
even without the hero point
modifier, then
the hero points are simply
wasted. No
more than five hero points
may be ex-
pended on any given roll.
When a player elects to apply
hero
points to his own die roll,
each hero point
translates into a +1 bonus.
For instance, if
a fighter uses two hero
points for an im-
portant “to hit” roll, the
fighter gains a +2
bonus to the roll. Through
a mighty effort,
the fighter may expend four
hero points to
gain a +4 damage
bonus. Hero points may
be used to simulate a bold,
heroic effort in
a variety of situations.
A character may
spend hero points to gain
a better chance
to dodge a dragon’s fiery
breath, to win
the initiative in a critical
melee round, or
to make a difficult archery
shot.
Hero points may sometimes
be used to
impose a penalty to an opponent’s
die roll,
with each hero point acting
as a -1 pen-
alty. The player must always
give a sound
reason why he or she may
impose such a
penalty. The character must
have a clear
and obvious influence over
the opponent’s
roll. For instance, a cleric
trying to avoid
the swing of an ogre’s
club may, through
an intense defensive effort,
apply four
hero points as a -4 penalty
to the ogre’s
“to hit” roll, or may reduce
the ogre’s
damage roll by 4 hp. A bard
who tries to
charm a trio of stone
giants may spend
three hero points to reduce
each giant’s
save vs. spells by-1, by
placing greater
power into his song.
Hero points may be used to
influence
certain percentile rolls
by translating each
hero point into a +5% bonus
or -5%
penalty. A thief
might expend three hero
points to gain a +15% bonus
to pick a
difficult lock. A barbarian
might use two
points as a +10% bonus to
a “bend bars”
roll. A paladin might try
especially hard to
resist a bard’s seductive
song by using five
hero points as a -25% penalty
to the bard’s
“charm percentage” roll.
The DM must
decide which percentile
rolls would con-
ceivably be influenced by
a character’s
heroic gesture, and which
are outside a
player’s control.
Occasionally, a player will
suggest using
hero points in a manner
that is not easily
translated into a die-roll
modifier. In such
an event,
the DM must first consider
whether the player’s request
is reasonable.
If it is, the DM may then
make the effort
to determine how to convert
the hero
points into other units,
or into time or
distance. The DM should
allow a character
to gain a reasonable advantage
for his
point use, but not so great
an edge that it
exceeds the advantage granted
by a die-
roll bonus.
Jumping: Suppose a
thief-acrobat
proposes that
she be permitted to apply
her hero points
to make vertical leaps and
broad jumps
beyond her normal ability.
The DM likes
the idea, but wants to provide
such a point
USE for all characters.
As different charac-
ter classes use different
systems to handle
leaps and jumps (Barbarians
roll a 1d6 or
1d4, thief-acrobats use
percentile rolls),
the DM decides to simplify
matters by
converting hero points directly
into units
of distance. So, the DM
rules that each
hero point spent may provide
an addi-
tional foot of horizontal
distance or one-
half foot of vertical height.
Holding Breath: Later
in the campaign, the DM prepares
a sea-going adventure. Since
a character
might need to hold his breath
underwater
during a deep-sea dive,
the DM judges a
character may remain underwater
for 2-5
segments before being forced
to come up
for air. A player recommends
that a heroic
physical effort could enable
a character to
stay down for a few extra
segments. The
DM agrees, and decides a
characater may
extend his dive by expending
two hero
points per additional segment
submerged.
Hero points and magic
Hero points in magic reflect
a character’s
mental or spiritual strength
and spell-
casting mastery. This strength
and spell
control enables a spellcaster
to boost a
spell’s power in certain
limited ways. A
magic-user
or illusionist may put a little
extra “oomph” into a crucial
spell through
a determined effort of concentration
and
mental discipline. A cleric
or druid may
invest his spiritual favor
and willpower in
a spell to accomplish a
truly heroic feat of
spell-casting. Hero points
mixed with
magic can provide some great
fun for the
players, but only if the
DM sets definite
guidelines on how a heroic
effort may
improve a spell’s effectiveness.
Magic is perhaps the most
flexible and
hence the most complex part
of the game.
So when players apply hero
points to their
spells, some difficult problems
may arise.
To keep things from getting
too compli-
cated, the DM must enforce
strict limita-
tions on what aspects of
spells may be
influenced by hero points.
Hero points cannot be applied
to the
duration, area of effect,
or range of a
spell, nor can hero points
alter the num-
ber of creatures affected
by a spell; it is
just too difficult for the
DM to translate
hero points into every possible
unit of
time or distance. Spells
may range in dura-
tion from mere segments
to days or even
years. The AREA of effect
of one spell may
be measured in square feet,
while another
spell might affect several
square miles.
Spells may be cast across
the breadth of a
room or into another dimension.
While
some spells work on-only
one TARGET, oth-
ers may affect a small crowd.
With all the
many variables involved
in spell-casting,
the DM must stress simplicity
and ease of
use to keep the hero points
system from
collapsing under the weight
of numerous
details.
Hero points can only be applied
to the
simple die rolls of spells,
such as damage
rolls, saving throws, or
common percentile
rolls. How hero points are
used depends
on the given circumstances
of a situation.
In melee, the most
important consider-
ations are the number of
targets affected
by the spell and the way
in which the
attacks. are delivered.
If hero points are used as
a damage
bonus to a spell, the hero
point bonus is
simply added to the
damage roll result. If
four hero. points are applied
to a fireball
spell that does 22 hp of
damage, then the
improved fireball inflicts
22 + 4 = 26 hp
damage (or 13 hp of damage
if the save vs.
spells is made).
If hero points are used as
a damage
bonus with a spell that
produces multiple
attacks, then the extra
damage should be
distributed as evenly as
possible. For ex-
ample, a magic-user applies
three hero
points to a magic
missile spell that
launches five missiles.
To divide the dam-
age bonus evenly, three
missiles receive a
+1 damage bonus while the
remaining
two are unaffected. As may
be seen, hero
points are most effective
as a damage
bonus when they are applied
to an area-of-
effect spell with a single
damage roll.
Perhaps the most powerful
way to em-
ploy hero points with offensive
spells is to
reduce the saving throw
of the target
creature. For instance,
a cleric who is
determined to get rid of
a pesky demon
may spend five hero points
on her dispel
evil spell to force the
demon to save vs.
spells at -5.
If several creatures are
entitled to a
saving throw, the hero point
penalties
must be divided evenly among
the targets.
If four hero points are
applied to a cone of
cold
spell that strikes seven goblins, then
four randomly picked goblins
each suffer
a -1 to his save, leaving
three goblins
with normal saves. If five
hero points are
used against the saves of
three gnolls, then
one gnoll suffers a -1 to
his save while
the other two suffer a -2
penalty each.
Clearly, hero points used
to impose a sav-
ing throw penalty are most
effective when
focused upon a single dangerous
foe.
Hero points may be applied
to spells in a
variety of creative ways.
A cleric may use
his points to restore extra
hit points with a
curative spell, with each
hero point restor-
ing one additional hit point.
A druid might
use hero points as a penalty
to an animal’s
save vs. an animal
friendship spell. A
magic-user might use her
hero points to
reduce the likelihood of
insanity after
casting a contact other
plane spell. And
illusionists will certainly
use their points to
create particularly effective
illusions by
reducing a target creature’s
save vs. disbe-
lieve. But again, the player’s
desires for
freedom and creativity must
be balanced
against the needs of simplicity
and easy
application of hero points.
As a general rule, hero points
cannot be
used to improve or increase
the spell-like
effects of most magic items.Almost
all
magic
items operate independently of the
user’s experience level
or spell-casting
ability. Once the triggering
phrase is ut-
tered or the spell is read
from a scroll, the
stored potential within
the item is then
released as a magic spell
or spell-like
power, without any need
for direct control
by the character. Without
such control, a
character simply cannot
apply his magical
talent and spell mastery
to influence the
functions of a magic item.
Not even a
heroic display of determination
and magic
proficiency could force
a wand of fire to
throw a more powerful fireball,
or in-
crease the damage inflicted
by an ice
storm spell cast from a
scroll.
The DM may, of course, make
exceptions
for certain extraordinary
magic items over
which characters have a
greater degree of
control. For example, a
magic-user might
be allowed to apply his
hero points to a
spell that is CAST using
the stored potential
of a rod
of absorption. A wizard might use
his hero points with the
bonus spells
granted by a ring
of wizardry; A sorceress
might improve her chance
of locating a
person with her crystal
ball through a
display of intense concentration
and re-
solve. Or a heroic mage,
when making a
retributive strike with
a staff of power,
might apply five hero points
as a + 35%
bonus to raise his chance
of plane travel-
ling to 75% and so reduce
his chance of
instant death to 25%.
As other examples, a bard
might apply
her hero points to the spells
cast by one of
the instruments
of the bards, as the con-
nection between the instrument
and the
bard’s magical and musical
talents is such
an intimate bond. A necklace
of prayer
beads,
which can forge a special link be-
tween a cleric and his deity,
might have
the power of its spells
increased by the
cleric’s spiritual strength
and willpower.
And if the DM so decides,
all spell-casters
might use their hero points
with the excel-
lent magic-focusing items
described in
John M. Maxstadt’s “Good
Stuff, for a
Spell”
article of DRAGON #111.
In the end, each DM must
decide which
magic items may be influenced
by a char-
acter’s hero points. Such
decisions may be
guided by the DM’s personal
views on how
much control characters
have over the
magic items provided in
the campaign.
Hero points and performance
Because hero points are
a reward for
the well-played character,
the number of
hero points made available
to a character
should be tied to the player’s
performance.
The experience level system
detailed on
page
86
of the DMG provides a good way
to monitor a player’s performance,
using
the “E, S, F or P” rating
scale. If the play-
er’s current performance
is Excellent or
Superior, then the character
is awarded
the maximum number of points
(e.g., a 7th
level fighter has 7 hero
points in his pool).
If the player’s performance
rating is only
Fair, then the number of
points in the pool
is halved. And if the player’s
performance
is Poor, the character loses
all hero points.
In this way, the number
of points in the
pool rises or falls as the
player’s perform-
ance improves or declines.
The DM may immediately withdraw
any
or all of a character’s
hero points during
play if the situation calls
for it. Angering
one’s patron deity, a major
alignment
violation, or behavior that
is grossly out of
character for the player’s
class indicates a
sudden fall in the character’s
performance
rating, and so may be punished
with the
loss of hero points. The
player must then
improve his performance
rating to regain
his hero points.
General advice
The hero point system is
simple in the-
ory, but often complex in
application. The
DM will face some tough
choices as play-
ers continue suggesting
new ways to use
their hero points. Since
this system is so
flexible and open-ended,
the DM must
come up with new rules and
guidelines as
the campaign progresses.
A novice DM
should limit hero-point
use to those com-
mon situations where the
effect of hero
points is easily understood.
The more
experienced DM may give
players greater
freedom to influence the
random rolls that
rule over every character’s
fate.
A player must provide a sound
reason
for any novel use of hero
points. The
player must establish a
direct cause-and-
effect relationship between
his character’s
heroic effort and a resulting
die roll modi-
fier. Distracting noises,
diversionary tac-
tics, annoying cantrips,
and other sneaky
tricks are not considered
heroic gestures
and so do not warrant a
hero point modi-
fier. Yelling “Look out
for the dragon!” in
the hope of distracting
a distant giant
about to hurl a boulder
is not a heroic feat
that could directly affect
the giant’s attack
roll. But a mighty leap
to evade the incom-
ing boulder would enable
a character to
use his hero points as a
penalty to the
giants “to hit” roll.
One very nice benefit of
this system is
that hero points are firmly
linked to a
character’s performance
rating. The DM
has an additional tool to
influence the
players’ conduct and so
better provide a
well-played-and enjoyable
adventure. The
DM may use hero points to
reward the
player who respects and
upholds his pro-
fessional alignment
and chosen cause, or
withhold them to chastise
the player
whose performance is lacking.
The use of hero points adds
greater
strategy and forethought
to the campaign.
A player must pick the best
possible mo-
ment to apply his hero points,
and not
squander them on trivial
die rolls. Hero
points expended at just
the right time can
mean the difference between
certain
defeat and a miraculous
victory. A smart
player will save his hero
points until he
faces his moment of greatest
peril, then
spend his points to defeat
the fiercest foe
or to avoid the deadliest
trap. A character
who blows all his hero points
fighting
sewer
rats in the morning only to confront
a fell vampire
at sundown is a poor excuse
for a hero.
Players should remember two
important
things when hero points
are introduced
into the campaign. First,
since all charac-
ters are permitted to have
a hero point
pool, NPCs may also use
their points to
attempt heroic feats, often
at the expense
of the players. When the
party finds them-
selves in the middle of
a heated battle, an
NPC opponent might attempt
a daring,
unexpected feat to vanquish
the players.
An NPC foe might simply
counter a play
er’s hero points with his
own to negate the
player’s advantage. A really
villainous NPC
might employ his “anti-hero”
points to
deliver the coup de grace
to a wounded or
endangered PC. Hero points
can be as dangerous to the
players as they
are beneficial.
Second, since hero points
are so useful
in getting a character out
of a tight spot,
the DM may be less inclined
to fudge a die
roll to keep an unlucky
or foolish player
from getting himself killed.
The DM will
expect the hero to save
his own bacon
instead of always depending
on the DM’s
mercy.
The hero points system is
quite a new
idea for the AD&D
game, so the DM may
wish to take the time to
experiment with
this system before introducing
it in the
regular campaign. The guidelines
pre-
sented here are by no means
a complete
list of all the ways hero
points may be
used, but are simply intended
as a quick
introduction to a very broad
and flexible
system. The DM will have
to add to these
guidelines as the players
encounter new
adventures and dangers.
Every unique
situation, every new suggestion
by the
players, will create additional
problems
for the DM to solve, yet
will provide new
opportunities for the characters
to per-
form the bigger-than-life
feats that-are the
trademark of all great heroes.
[As an aside, it should be
noted that
some minor quirks may arise
in the use of
the hero-points system.
For one, calculat-
ing and awarding hero points
could prove
time consuming if performed
during the
course of play. For ease
of play, these
functions should be performed
after the
gaming session, giving the
DM time to
reflect on the session’s
events. As an op-
tion, the DM may elect
to award hero
points at the same time
experience is
calculated, saving time
by using the same
judgements for both calculations.
For
another point, the awarding
of hero points
for every campaign
day may slow play
considerably; likewise,
the overuse of this
system may make heroic acts
mundane. If
this becomes the case, the
DM should
award hero points once every
campaign
week, once every experience
session, or
once every gaming session,
depending
upon which system works
best for the
campaign. Restriction and
limitation of
hero points may be the correct
course if
hero-point usage becomes
the dominant
factor of a campaign. After
all, how heroic
would a superhuman act be
if every char-
acter could perform such
actions once,
twice, or several times
a day? — RJ] <RM?>