The Worlds of Katherine Kurtz

Role-Playing and Other Games => Ghosts of the Past Game => Topic started by: Bynw on January 17, 2018, 03:07:35 PM

Title: Hero Points
Post by: Bynw on January 17, 2018, 03:07:35 PM
I'm moving the Hero Points to their own topic!


The list and cost is subject to change
Title: Re: Hero Points
Post by: Bynw on January 17, 2018, 03:08:02 PM
Here is what you can spend Hero Points on:

Spend 1 Hero Point and get ---
An extra die on Initiative Tests
Reduce injury by 1 Hit Point (you can do this even at 0 Hit Points)
You succeed on any Test with a roll of 4 or greater. Or if the success is already at that level it succeeds at the next lower pip.

Spend 4 Hero Points and get --
Gain a permanent +1 to Hit Point total or +5 feet on Move

Spend 6 Hero Points and get --
New Weapon Proficiancy or New Weapon Mastery

Spend 8 Hero Points and get --
A new Trait
Title: Re: Hero Points
Post by: Laurna on January 17, 2018, 03:37:11 PM
Quote from: Bynw on January 17, 2018, 03:08:02 PM
Here is what you can spend Hero Points on:


Spend 8 Hero Points and get --
A new Trait

Is this seperate from getting a new trait by 6 successes and 6 failures. Which would mean it is automatic.

I do hope you do NOT mean that you need both the 8 hero points AND the 6 successes and 6 failures.









Title: Re: Hero Points
Post by: Bynw on January 17, 2018, 03:45:48 PM
Quote from: Laurna on January 17, 2018, 03:37:11 PM
Quote from: Bynw on January 17, 2018, 03:08:02 PM
Here is what you can spend Hero Points on:


Spend 8 Hero Points and get --
A new Trait

Is this seperate from getting a new trait by 6 successes and 6 failures. Which would mean it is automatic.

I do hope you do NOT mean that you need both the 8 hero points AND the 6 successes and 6 failures.

You DO NOT NEED BOTH. There are just 2 paths available.
Title: Re: Hero Points
Post by: Jerusha on February 07, 2018, 07:07:53 PM
Bynw, are you tracking the successes and failures to get a new trait?

(Yes, Darcy is eyeing the protective trait.  Who would have guessed that?)
Title: Re: Hero Points
Post by: Bynw on February 07, 2018, 08:04:36 PM
Quote from: Jerusha on February 07, 2018, 07:07:53 PM
Bynw, are you tracking the successes and failures to get a new trait?

(Yes, Darcy is eyeing the protective trait.  Who would have guessed that?)

I'll only start tracking if I know after being explicitly told you are taking that route.
Title: Re: Hero Points
Post by: Jerusha on February 08, 2018, 05:58:21 AM
Hmm.  Never mind, but thanks.
Title: Re: Hero Points
Post by: Laurna on February 08, 2018, 11:34:54 AM
I desided to track hero points, coins and learning new trait points on my character sheet. Just modify that page as you go.  I have been using the date,but I am now thinking it would be better to track by using the post number.
Title: Re: Hero Points
Post by: Evie on February 08, 2018, 12:25:04 PM
Thanks for the reminder about the hero points! I had to go back through old PMs to find Bynw's message on how many I have!   ;D  But I like the idea of keeping up with them on the character template, so I've added a line for that.
Title: Re: Hero Points
Post by: Jerusha on February 08, 2018, 02:30:42 PM
That works for me as well.  Though at the moment I'm not very heroic.   :)
Title: Re: Hero Points
Post by: revanne on February 13, 2018, 04:11:45 AM
Can't remember how many hero points we start with, or have now. I know that Columcil has used two.
Title: Re: Hero Points
Post by: Bynw on February 13, 2018, 07:07:50 AM
Quote from: revanne on February 13, 2018, 04:11:45 AM
Can't remember how many hero points we start with, or have now. I know that Columcil has used two.

I dont have them with me at work. I will have to check when I get home later. I will send you a Private Message.
Title: Experience Points (Was Re:Hero Points)
Post by: Bynw on July 05, 2018, 08:34:23 AM

In the original version of Tiny Dungeon, which is the ruleset we use in this game, it didn't have any way to gain experience or advance your characters beyond the initial Traits.

So I incorporated some advancement rules that another homebrewed Tiny Dungeon campaign used. That was the fail 6 times and succeed 6 times before you get a new Trait.

I also incorporated Hero Points, which are used in a lot of RPGs under various names, to help fight back against the "Torenthi dice rolls."

However there is a revised edition of Tiny Dungeons out now. And it does have official advancement rules. Using the age old (in RPGs) rules of Experience Points. I am going to have us adapt to the official system which wasn't that far off from what we were using with the Hero Points actually. And I'm going to incorporate some of our Hero Point rules into the Experience Point system.

So that means. Hero Points are no more. No one has any, no one gets any. They simply no longer exist. However everyone does have Experience Points now instead. And everyone will be getting more Experience Points in the future too.

The cost for things in Experience Points is a little higher than what we had in Hero Points but everyone will have more Experience Points anyway.

Here is the new break down:

HOUSE RULES
2 Experience Points = Add 1 die to Initiative Tests. If the character already has Advantage, they do gain a 4th die but only the top 3 dice are used to determine Initiative.

3 Experience Points = This lowers the Test success threshold by 1 point. Thus instead of succeeding on a 5 or 6, you can succeed on a 4, 5, or 6. as an example. You may spend up to 6 Experience Points thus dropping the Test success threshold by 2 points. *NOTE* the success number cannot be lower than 3. If by spending Experience Points in this manner would lower the threshold to less than 3, then excess becomes extra dice. Example. If your Test would normally succeed on a 4 or higher and you spend 6 Experience Points it would drop it only to 3 and you would get 1 extra die to roll.

3 Experience Points = Once per combat, you can declare that the wound suffered was superficial and remove 1 hit point of damage.

4 Experience Points = Make a small change to their location (finding an unlocked window, finding something to help the current situation that would be reasonably available.)

OFFICIAL RULES
6 Experience Points = Increase your Hit Points by +1 or Movement by +5 feet

8 Experience Points = A new Proficient or Mastered Weapon

10 Experience Points = A new Trait, GM's permission on some Traits is required

EARNING MORE EXPERIENCE POINTS
In a face to face game, I would hand out Experience Points at the end of every session. Since we have a play-by-post game, it is difficult to know when a session would begin and end. So I am open to suggestions on this part. I am still thinking of the best way to do award Experience Points in this type of gaming.
Title: Re: Hero Points
Post by: DesertRose on July 05, 2018, 10:39:42 AM
Maybe award Experience Points when a player character does something particularly well or has a really good dice outcome?  Like, on a 2d6 roll, if they get two sixes?

I'm thinking you could set up a system re: dice roll outcomes but also award points for an especially good action (at GM discretion).  And/or maybe every third post a player writes, the player character gets one experience point?  (Or however many posts.  I just picked three out of the air.)
Title: Re: Hero Points
Post by: Laurna on July 05, 2018, 11:52:17 AM
Giving out Experince points needs to be uncomplicated.

Since experience points are worth a little less than the hero point system had been. Meaning you need more of them, than how about this:
Earn 1 experience point for 1d6 roll=6
Earn 2 experience points for 2d6 roll = 6,6
Earn 3 experience points for 3d6 roll = 6,6,6
These we still give to ourselves as we roll during gaming/writing times.

Then every Sunday during chat time. Bynw can award additional experience points that he feels our characters are worthy of, for what they have accomplished during that week. That would essentially be our end of session. Then we start a new session after chat is over.

Looks like we are going to need a lot of experience points, so I thank you in advance and hope to get some more.
Title: Re: Hero Points
Post by: Laurna on July 05, 2018, 11:57:55 AM
Now wait a minute, what is this about the character advancements.

Are you saying that we don't need the 6 successes and 6 failures?

That we no longer "learn by practicing"?

The only way to learn a new trait is 10 experience points, and a talk with the GM.

Is that right?
Title: Re: Hero Points
Post by: Bynw on July 05, 2018, 12:41:24 PM
Quote from: Laurna on July 05, 2018, 11:52:17 AM
Giving out Experince points needs to be uncomplicated.

Since experience points are worth a little less than the hero point system had been. Meaning you need more of them, than how about this:
Earn 1 experience point for 1d6 roll=6
Earn 2 experience points for 2d6 roll = 6,6
Earn 3 experience points for 3d6 roll = 6,6,6
These we still give to ourselves as we roll during gaming/writing times.

Then every Sunday during chat time. Bynw can award additional experience points that he feels our characters are worthy of, for what they have accomplished during that week. That would essentially be our end of session. Then we start a new session after chat is over.

Looks like we are going to need a lot of experience points, so I thank you in advance and hope to get some more.


I could go with this method. It does make it easy to count. And easy to award since we don't have typical game sessions playing by post on a message board. And I was planning on adding something to Sunday's as well. So it works out nicely.

But the dice roll has to be a Test or Save made by and for the character and their player.

Not any rolls made by or for NPCs or other characters that are being played in absentia. And not for rolls made to determine random events for the PCs. Like checking to see if character will do something in a specific situation.
Title: Re: Hero Points
Post by: Evie on July 05, 2018, 12:42:28 PM
Quote from: Laurna on July 05, 2018, 11:52:17 AM
Giving out Experince points needs to be uncomplicated.

Since experience points are worth a little less than the hero point system had been. Meaning you need more of them, than how about this:
Earn 1 experience point for 1d6 roll=6
Earn 2 experience points for 2d6 roll = 6,6
Earn 3 experience points for 3d6 roll = 6,6,6
These we still give to ourselves as we roll during gaming/writing times.


Not sure if this is a good idea or not.  For instance, Aliset is fully trained, so she rolls 2d6 for most things, but IIRC Darcy and Columcil are not fully trained (Darcy did not even know he was Deryni until recently), so they can only roll 1d6 to use their powers, IIRC.  On one hand, it is easier to roll one 6 on a single die than it is to roll all sixes on two or three dice, so that would give characters with less training a slight edge to help grow their skills quicker.  That would be the upside.  Aliset and Wash wouldn't directly benefit as much, since our chances of rolling two sixes on 2d6 are fewer than rolling a six on a single die, but having our less-trained companions able to raise their skills more quickly would be an indirect benefit to them, since having a stronger party helps the whole team.  The downside I'm seeing here is that if villains get eps too, I suspect Valerian would roll 3d6 on several things, so if he gets lucky and gets all sixes...well, do we really want to give him the advantage of being potentially able to suddenly earn 3 eps with a single roll?  :D 
Title: Re: Hero Points
Post by: Bynw on July 05, 2018, 12:47:29 PM
Quote from: Laurna on July 05, 2018, 11:57:55 AM
Now wait a minute, what is this about the character advancements.

Are you saying that we don't need the 6 successes and 6 failures?

That we no longer "learn by practicing"?

The only way to learn a new trait is 10 experience points, and a talk with the GM.

Is that right?

Since their weren't any official rules at the time, and advancement is needed really. No one stays static. We had to borrow or make something up of our own. So we first borrowed the six and six. Then made up the Hero Point method and gave it that ability as well.

But now that there is an official system we should use it. But if there is enough interest in this, we might have it too. But it will get modified.
Title: Re: Hero Points
Post by: Bynw on July 05, 2018, 12:49:17 PM
Quote from: Evie on July 05, 2018, 12:42:28 PM
Quote from: Laurna on July 05, 2018, 11:52:17 AM
Giving out Experince points needs to be uncomplicated.

Since experience points are worth a little less than the hero point system had been. Meaning you need more of them, than how about this:
Earn 1 experience point for 1d6 roll=6
Earn 2 experience points for 2d6 roll = 6,6
Earn 3 experience points for 3d6 roll = 6,6,6
These we still give to ourselves as we roll during gaming/writing times.


Not sure if this is a good idea or not.  For instance, Aliset is fully trained, so she rolls 2d6 for most things, but IIRC Darcy and Columcil are not fully trained (Darcy did not even know he was Deryni until recently), so they can only roll 1d6 to use their powers, IIRC.  On one hand, it is easier to roll one 6 on a single die than it is to roll all sixes on two or three dice, so that would give characters with less training a slight edge to help grow their skills quicker.  That would be the upside.  Aliset and Wash wouldn't directly benefit as much, since our chances of rolling two sixes on 2d6 are fewer than rolling a six on a single die, but having our less-trained companions able to raise their skills more quickly would be an indirect benefit to them, since having a stronger party helps the whole team.  The downside I'm seeing here is that if villains get eps too, I suspect Valerian would roll 3d6 on several things, so if he gets lucky and gets all sixes...well, do we really want to give him the advantage of being potentially able to suddenly earn 3 eps with a single roll?  :D

Fortunately NPCs dont earn XP like players. Valerian gets stuff because the GM says he gets stuff or a player running him at the time says he gets stuff because of who and what he is.
Title: Re: Hero Points
Post by: Jerusha on July 05, 2018, 01:01:17 PM
Darcy should get Experience Points for rolling ones; he has lots of experience with rolling ones.  Sigh....
Title: Re: Hero Points
Post by: revanne on July 05, 2018, 01:12:55 PM
This all confuses me anyway so I am happy to go with what seems agrreable to mist though I agree with Bynw that if there are rules we should abide by them. Columcil would  like several ex gratia points for being alone with Jaxom and not hitting him.  Though he could hit him before he heals him. Hmm....
Title: Re: Hero Points
Post by: Bynw on July 05, 2018, 01:40:10 PM
If we make a session being Monday to Sunday. That could work out too and just use the regular rules for awarding XP by the session. Most game sessions are once a week or so unless you are diehard and game every day. Not that I would know anyone like that ...

So the official rules are:

Experience Points
At the end of every session, the GM will award experience.
For the GM: Players should receive 1-3 experience per session, awarded to "the group as a whole," meaning everyone in the group gets the same amount of experience for their individual character.
Experience is generally awarded as follows:
• 1 for the group as a whole for good roleplay.
• 1 for the group as a whole for defeating enemies (not per enemy, just if they defeated any enemies).
• 1 for the group as a whole for advancing the plot and their goals.
• 1 for the group as a whole if players contributed to the out of game enjoyment of the session (snacks, music, carpooling, hosting at their home).

Naturally we can't use the last one since we are all playing from different locations and some of them are a bit far apart from each other. But we could add:
• 1 for the group as a whole for surviving.
• 1 for individual players as the GM feels like giving out on his whim.
• 1 for one individual player from a random (chosen by the GM) player as they see fit to give but they can't give it to themselves.