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<blockquote data-quote="kenada" data-source="post: 8870130" data-attributes="member: 70468"><p>You could do this with the degrees of success system in PF2, but it’s not the default orientation.</p><p></p><p>…</p><p></p><p>An idea just occurred to me: players could gain a hero point if they opted to turn a plain failure into success with consequences. That would create a hero point economy (something I found lacking because remembering to give them out at the prescribed rate is something I could never do) while also providing a way to inject new sources of conflicts and trouble into the game.</p><p></p><p>Failed your Earn Income roll? Take a hero point, and you can get that money, but your rival dropped by and tipped that they’re leaving in a few days to head to the adventuring site to try get the loot before you. There’s enough time after your downtime, but you will have to trade off on some of the preparations you wanted to make!</p></blockquote><p></p>
[QUOTE="kenada, post: 8870130, member: 70468"] You could do this with the degrees of success system in PF2, but it’s not the default orientation. … An idea just occurred to me: players could gain a hero point if they opted to turn a plain failure into success with consequences. That would create a hero point economy (something I found lacking because remembering to give them out at the prescribed rate is something I could never do) while also providing a way to inject new sources of conflicts and trouble into the game. Failed your Earn Income roll? Take a hero point, and you can get that money, but your rival dropped by and tipped that they’re leaving in a few days to head to the adventuring site to try get the loot before you. There’s enough time after your downtime, but you will have to trade off on some of the preparations you wanted to make! [/QUOTE]
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