A different way to handle hero/fate/luck points
I'm planning to use some form of hero/fate/luck points in the next game I run, but I have reservations about the standard methods. Namely, giving them a fixed number at the start of each session/story. Have to be careful not to give them too many to start with. But a lot of systems seem to assume that the GM will be awarding them freely during play. Which then gives me another thing I have to worry about during the game...
It will be a superhero game, I should mention.
One option might be to borrow from the new Star Wars game, the force point mechanic. For those not familiar, at the start of each session, each player rolls a die to find out how many light or dark side points are added to the force pool. During the game, players can spend a light point to add to their rolls, while the GM can spend a dark point to add to his rolls. And the interesting bit is that whenever a point is spent, it flips to the other side, so that there is a constant number of points in the pool. It's just the polarity that varies. A neat system, but I'm not sure it gives me the freedom I'm looking for.
The other option I'm considering is adopted from an obscure source (Superbabes, believe it or not). Instead of giving the players a fixed supply of hero points, instead I keep a running tally of each time they use a hero point. The catch is that I roll a die, and if it is under their total, karma catches up with them somehow. And their counter resets to 0.
1. I'm currently thinking a d20 for the die of doom.
2. I'm not sure if I should roll every time they use a hero point, or at the beginning of every session.
3. My GM villain points; I'm thinking that when I use them, it subtracts from the players hero points. I'm not sure whether a villain point should only subtract from one player, or from all players.
So, what do people think? Any clarifications you need?