Sometimes the rules give you everything you need. Other times, you have to break them a little. Pushing Automatic Actions in DC Heroes 3rd Edition is exactly that. It’s the moment your hero digs deep, burns every ounce of strength, and tries something they should not be able to do.In the game, Automatic Actions are usually safe. You have enough APs to meet the challenge, so there’s no roll and no risk. But what if you need more? What if Superman’s strength still isn’t enough to hold the collapsing bridge, or The Flash’s speed falls just short of catching the runaway monorail? That is when you Push.
Pushing turns a sure thing into a gamble. You spend Hero Points to temporarily boost your APs, and you make a roll where failure has teeth. If you succeed, the scene explodes with drama and heroics. If you fail, your ability burns out to zero. It’s gone until you recover. That is the cost of pushing too far.
I talk through the exact rules from pages 89 and 90 of the core book, the Hero Point costs, and the “Push Fee” that makes these moments feel big. I share the Aqualad tank-lifting example from the book, then add my own scenarios. Batman forcing open blast doors before the base self-destructs. Wonder Woman pushing through an artificial gravity trap. Green Arrow making an impossible shot across the city.
Pushing Automatic Actions is not just another rule. It’s a tool for building the kind of moments that make you remember a session years later. When your character risks everything, and the table holds its breath to see what happens next.
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