Following up... I think that the first-generation HeroQuest rules used "dueling masteries" to automatically move any roll up a level--if you were one Master level higher than your opponent, then a fumble becomes a mere failure, a failure becomes a success, a success becomes a major success, a major success becomes a critical success. Combining the two ideas is a pretty obvious "here's the big finish!" mechanic--if you can save up your hero points through the adventure, you can spend them all at the end for a critical success even against the Swack-Iron Dragon-Golem.
Alternately, for dramatic structure, the player and the game master could agree to game events & situations which automatically generate hero points which could not be saved. If the protagonist is really beaten down, then getting three hero points from coming face-to-face with the man who killed her husband won't be enough--but then when she's confident and healed, those three points will allow her to roundhouse-kick him so hard he doesn't get up for three more sequels.
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Date: 2009-06-24 02:58 am (UTC)Alternately, for dramatic structure, the player and the game master could agree to game events & situations which automatically generate hero points which could not be saved. If the protagonist is really beaten down, then getting three hero points from coming face-to-face with the man who killed her husband won't be enough--but then when she's confident and healed, those three points will allow her to roundhouse-kick him so hard he doesn't get up for three more sequels.