Ever
put up wallpaper? Basically, you take these big strips
of rolled up paper, put paste on them, and stick them
to the wall. No matter how good you are at it, though,
with all the variables involved, you can't help but trap
some air bubbles underneath the paper. So, you take a
tool to smooth out all the bubbles so the paper looks
like you want it to.
A
roleplaying campaign can be like that. No matter how good
you are, with all the variables, people involved, and
wacky die rolls, you occasionally get some "bubbles."
Bubbles in this sense are characters dying in silly situations
rather than exciting or dramatic ones, characters (PCs
and NPCs) not performing as well as they should because
of die rolls, and so on.
That's
what hero points are for in Arcana Unearthed. To
smooth out the bubbles.
How
fast characters earn hero points is entirely up to the
discretion of the DM (which, if the DM wants, can be never).
Hero points are awarded for doing something heroic (hence
the name), as the DM sees it. The more heroic things a
character does, the more hero points he or she gets, and
thus the more heroic things the character's able to do.
Thus overall heroic flavor feeds itself, although using
a hero point can never earn you a new hero point.
So
what can a character do with a hero point? Well, there
are obvious, sort of mundane things one can do: increase
an attack roll, a saving throw, AC for a round, a skill
check, and so on. But it's also a bit more open-ended
than that. A character can act out of turn. He or she
can change the parameters of a spell, or do something
that the rules don't allow -- or would suggest would be
very, very hard. There are guidelines, but a lot is left
up to the DM's discretion, which is why it's also up to
the DM to decide how many hero points to hand out.
Hero
points change the tenor of the game. If you use them a
lot, death will be less frequent in your game, and the
characters will (occasionally) be slightly better suited
to take on challenges beyond their reach. Since most players
save them to use them defensively, though, it doesn't
really make characters more fearsome -- just more survivable.
On average, a character gets about a hero point a level,
unless the character's got the Born Hero feat (which is
a talent, and thus can be taken only at 1st level).
Hero
points are a great example of what I mean by putting more
power back in the hands of the DM. It's an opportunity
for DMs to subtly fine-tune how heroic and/or cinematic
their game will be, and how often the characters are likely
to face death.
DESIGN
DIARY PAST ENTRIES
*
Truenames -- April
18, 2003
"Truenames
are common in many fantasy settings. I think I first
became aware of the concept in Ursula K. LeGuin's Earthsea
trilogy..."
*
Go, Go, Go! -- April
10, 2003
"Short
entry this time. I hate spells with 1 minute/level durations...."
*
Ceremony -- April
3, 2003
"I
think I've already mentioned that one of the goals I
set for myself with Arcana Unearthed was to make
things a little less generic...."
*
Things That Rules Take Away -- March
21, 2003
"There
are aspects of fantasy roleplaying that rules, inadvertently,
can actually take away...."
*
Still Talking Classes -- March 13,
2003
"I've
saved some of the best classes for last. Let's talk
about the runethane, the mage blade, and the witch...."
*
More Classes -- February 27, 2003
"This
time, I want to tell you about some of the other classes:
akashics, magisters, and greenbonds...."
*
Build a Better Fighter -- February
23, 2003
"The
title this week is facetious. It really should be 'build
a different fighter'...."
*
The Magic Balancing Act -- February
13, 2003
"In
Arcana Unearthed I'm introducing a new method
of magic item pricing. First, I streamlined the item
creation feats..."
*
More Magic -- January 23, 2003
"This
week, I thought I'd talk more about the new magic system
in Arcana Unearthed."
*
Magic -- January 17, 2003
"As
a designer, magic in Arcana Unearthed posed a
huge challenge. I knew that I wanted to ditch the Vancian
system...."
*
Design Decisions, Part Two -- December
24, 2002
"Here's
a bit more discussion of some of the general issues
I faced as I began designing Arcana Unearthed...."
*
Design Decisions, Part One -- December
19, 2002
"Before jumping into another big area of Arcana
Unearthed's design, like classes or the magic system,
I thought I'd discuss some of the general issues I faced
as a designer starting the book...."
*
Arcana Unearthed Races -- December
5, 2002
"I
started with the races. While I knew that the game needed
humans as a basis, I wanted all the other races to be
new. I didn't want to just create dwarf and elf analogs
with different names...."