Scattered Jewels of Southsea
Houserule - Hero Points
The GM needs a more direct route to encouraging good player behavior and the players like getting to bend the rules. Create a currency to facilitate these. Use that currency to provide the players with more options, make play faster, and avoid situations where much is spent but little is gained.
Hero Points are a new currency that the DM is the sole source of. He has an unlimited number of them, and can and should hand them out liberally to the players for good behavior.
You can earn a Hero Point by:
- Writing a Bluebook or Contributing to the site
- Describing an in-game action well
- Having a great idea
- Making the table laugh
- DMing the last adventure
- Generally being awesome
Once you get a Hero Point it is yours forever; it does not disappear after a short or extended rest, and no (current) mechanic will take them from you forcefully. But Hero Points aren’t just for collecting on your shelf; they can be used by exercising a Hero Point Feat to give you an edge later on.
You cannot give or trade away your Hero Points.
You can unlock uses for your Hero Points by purchasing these Feats. Everyone gets two free at Level 1, and another at Levels 5, 10, 15, 20, 25, and 30.
|Flesh Wound||At-Will||Spend a Hero Point after rolling damage; reroll and take the later result.|
|Nimble Dodge||At-Will||Spend a Hero Point after damage is rolled against you; reroll and take the later result.|
|A Friend in Need||At-Will||Spend a Hero Point before rolling to Aid a skill check; if you are successful, your aid provides a +4 instead of a +2.|
|Eagle Eye||At-Will||Spend a Hero Point; double the range of your next Ranged power.|
|Healer’s Hands||At-Will||Spend a Hero Point; the next time you heal yourself or an ally, add one attribute bonus ((Attr-10)/2) of your choice.|
|Riposte||Encounter||Spend a Hero Point after rolling a d20; reroll and take the later result.|
|Feint||Encounter||Spend a Hero Point after missing with an encounter power; spend the encounter power and roll again to hit with an appropriate at-will.|
|Just Where We Want Them||Encounter||Spend a Hero Point; shift yourself, an ally, or an enemy two.|
|Spring the Trap||Encounter||Spend a Hero Point before you make an opportunity attack; allow an Ally within line of sight to make a basic attack against the same target as well.|
|Shake it off||Encounter||Spend a Hero Point before rolling a Savings Throw; get a +5 feat bonus.|
|Hasty||Encounter||Spend a Hero Point; gain an extra Move action this turn.|
|Whirling Dervish||Encounter||Spend a Hero Point; your next use of a Blast power is targeted as if it were a Close Burst versus All Creatures power.|
|Precision||Encounter||Spend a Hero Point; your next use of a “versus All Creatures” power is targeted as if it were a “All Enemies” or “All Allies” power (your choice)|
|Concentrate||Encounter||After rolling a d20; spend any number of Hero Points; get a +2 feat bonus for each Hero Point spent.|
|Jump Start||Encounter||Spend any number of Hero Points; permanently move ahead of that many enemies before you in the initiative cycle.|
|Once More, With Feeling||Encounter||Spend two Hero Points; regain the use of a spent encounter power.|
|Man of Action||Encounter||Spend two Hero Points; gain an Action Point. You can still only use one Action Point per Encounter.|
|Twist the Knife||Encounter||Spend two Hero Points when a target succeeds on a “Save Ends” roll. That roll fails, but automatically succeeds the next time they roll.|
|Cat Nap||Encounter||Spend two Hero Points during a short rest; regain a Healing Surge|
|I’m Not Dead Yet!||Encounter||Spend two hero points; until the end of the encounter, whenever you are healed you gain an additional 3 + Level hit points. Increase to 6 + Level at Paragon and 9 + Level at Epic.|
|Sympathetic Healer||Encounter||Spend two Hero Points; for the rest of the encounter, when you heal a target, you gain health equal to 3 + Half Your level. Increase to 6 + Half Your level at Paragon and 9 + Half Your level at Epic.|