Maybe I am using them wrong.
Maybe I don't understand them properly.
I have noticed in sessions that Hero Points are potentially only useful as Hero Dice builders and on their own tend to mean nothing.
Same for Setback points. They seem only useful when I have enough of them to make a Villain Die.
Perhaps this is a problem of playing a game in the 35 - 40 range?
What are your thoughts and experiences with them?
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Hero Points & Setback Points
- AslanC
- Zenith Comics
- Posts: 1130
- Joined: Sat Apr 03, 2010 11:00 pm
- Location: Soviet Canuckistan
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- BASHMAN
- All-Father of Bash!
- Posts: 2585
- Joined: Sat Apr 03, 2010 11:00 pm
I ran a JLA game where Superman had setbacks- and I managed to use them 1 or 2 at a time on him throughout the game. It is a matter of picking your moments- where the player's roll is just barely making it, or in the case of the underdogs, the moment when they *almost* succeed - that's when you use them. They are for decreasing the "whiff" factor (or in the case of someone like superman, making sure he has one).
- AslanC
- Zenith Comics
- Posts: 1130
- Joined: Sat Apr 03, 2010 11:00 pm
- Location: Soviet Canuckistan
- Contact:
Perhaps that's where to problem is, I find that there has been only a handful of situations where they "just made" a roll as opposed to beating it by 5 to 10.
Reevaluating the power level of the campaign as well as lower multipliers really seem to make the difference.
At least from what I can suss out of it.
Reevaluating the power level of the campaign as well as lower multipliers really seem to make the difference.
At least from what I can suss out of it.