I have a mixed feelings about Hero Coins. It goes back to 5E and Inspiration, at first it looked like a great idea until I realised that I forget them completely on most sessions and players also forget them.
I’m also not a big fan of having to give them out. Some tables I have some quiet players and other that steel that are more active and it’s hard to deliberate what kind of thing to reward.
This all changed when I played a Zweihander campaign and discovered the Fortune Coins. They are very similar to Hero Coins / Inspiration but they start on the table already and float between players and DM.
Here is my take on it for Crown & Skull:
Fortune Coins
At session start, add players+1 Fortune Coins to the pool. GM takes one; players roll D6, 1-5 they get a coin, else GM takes a coon. When a GM uses a coin, it goes to the pool; when Players use one, it goes to the GM.
- Players: Reroll skills, max damage, extra action, change phases
- GM: Break status and player rules, activate Character Flaws, choose enemy tactic
Some context on break status and “player rules”: Let’s say a PC is using a Halberd, DM can use a coin to negate the “halt a target’s progress” and allow it to move further.
Activate Character Flaws: bring the spotlight to a character flaw that might add complication to the scene.