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Or if you restrict everyone's Hero/Survival/Fate points to only defensive uses it also avoids that sort of effect (and it's 'fair' on NPCs, if you care about that sort of thing).
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For one thing you can take aim, and get bonuses to attack. Since damage done is based on the Quality Rating (think BRP Success Level), increasing skill increases damage. Then there is the surprise bonus, which nearly doubles skill. After that you can take a penalty to hit to inflict more damage. So get within about 300m with a decent sniper rifle and go for a head shot and it isn't tough. Get two or three PCs to do it and even a big villain will go down quick. But in that game, that might not do you any good. Especially if you don't have a reason to shoot him yet. Blowing him away for cheating a golf isn't going to go down well with MI6. Besides, being able to spend the points to improve rolls allows heroes to get off those badly needed "defuse the bomb or we're all dead" rolls. Plus you can occasionally fleece a bad guy at the tables and then steal his girlfriend. IMO the real key to things is that the points don't regenerate. So if the players go overboard and waste them all early showing off, they won't have any for when they need them.
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The "do this or we die" thing is defensive, though, so that's fine. Just like Luke's Death Star shot... |
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The other thing is that Survival Points/defensive spending can only be done to rolls made against the NPCs, not rolls that they make themselves. So the way that game works, Luke couldn't use survival points to "blow up" the Death Star. He would need Hero Points for that. Same for a character who falls off a cliff and tries to grab onto a ledge, or a character bitten by a poisonous snake who has to make a roll to resist the poison. Or for a character to keep his Aston Martin from smacking into a tractor-trailer who involved in a high speed chase on the motorway. And there are even a few other uses for them. Like using them to slighter alter the game world in a believable way. For instance, if a PC is escaping from a castle, he might be able to convince the GM to let him find a saber or mace on the wall over the fireplace by spending a Hero Point. That is part of how the game restricts them. There are so many neat ways to use them that it takes a little self-discipline not to waste them. You don;t get a lot. Plus, unlike most other games that use them, they don't get refreshed after each adventure. So players never feel like they got them to spare. I've played quite a few games that have hero points in some fashion, Bond, Star Wars D6, Star Wars D20, TImelords, FATE, Star Trek (LUG), Top Secret, Spirit of the Century, CORPS, Star Trek (Decipher), EABA, HeroQuest, L5R, DC Heroes, and several others. The Bond systems method is my favorite. It is also the most "stand on you own two legs" version of them. While the BOnd game gives the PCs a few edges, it also dumps things right on the PCs shoulders. No high level characters to come along and bail the PCs out, or do their work for them (well, there is an exception for if the PCs screw up really badly and the world is about to be destroyed, simply so the GM can keep a campaign running). Even a lot of the things that you can do with the points but shouldn't have thier own drawbacks. Killing people is sometimes necessary, but frowned upon, and has a few in game drawbacks. Getting sent to jail is one. Escalation from a rival sevice is another. And then there is always the risk of raising your Fame total and making it more difficult to keep a cover. And the Villians' Survival points do help to offset the PCs Hero Points. If PC spends a few points to up the quality of his shot and the villain spends a few to drop the quality back down, the PC has just spent valuable points for no effect. And those points are gone for good. Plus you get a lot of those shoot the bad guy before he launches the nuke type of endings.
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This may be a bit off-topic, but speaking of WFRP...
It's dying! Black Industries is closing shop! Ugh... I cannot believe it! I've started a topic regarding this outrageous travesty in the Gamer's Cavern.
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"Men of broader intellect know that there is no sharp distinction betwixt the real and the unreal..." - H.P. Lovecraft |
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Yeah, honestly, the general mechanic isn't just there to prevent inappropriate and random death; its to prevent anticlimax, which is one thing that dice in the game sometimes lead to. Its not a very simulationist result, but then, the problems its designed to address wouldn't be a problem to a hardcore simulationist group in the first place.
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Hero Points help to account for this and give it a game mechanic, and one that really is just as viable as rolling dice. Generally, most RPGs tend to make things too random to begin with, in order to promote excitement. Another tact that RPGs can use to try and simulate the "overmathed hero" situation is to lie like hell, and that is not always a great idea either. Many RPG scenarios make claims about how bad the situation is and how overmatched the characters are, then run a bunch of encounters at the PCs with adversaries who are markedly inferior. A good example are Clone Troopers and Stormtroopers in Star Wars. They are supposed to be some sort of elite fighting force and good shots. They even managed to wipe out most of the Jedi order. Yet they can't shoot straight when fighting against a major characters, and only managed to hit one "PC" (Leia, twice.) in six films. That sort of results just don't happen often enough with random die rolls to match the setting. The same hold true with other settings. Elric, Lancelot or Robin Hood, would all go down much too often for comfort. Plus the RQ/BRP critical and fumble chances, while reasonably low and quite workable for PCs, start to warp things when you start doing things in greater numbers. Run a big enough party and you will generally see a PC take critical every fight. Thats where the points help.
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Like when or chaos group got hold of a bunch of vials that gave chaotic features - a good one on 1-4 and a bad one on 5-6 on the 1d6. Man that was fun! It went approximately that way with the group too. 4 increased their powers considerably, 2 became roaming monsters! ![]() SGL.
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Ef plest master, this mighty fine grub! 116/420 |
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