James Bond RPG (1983) — Hero Points and IIEE
(Continued from "James Bond 007: Hero Points in play" http://adeptplay.com/actual-play/james-bond-007-hero-points-play )
The seminar "MONDAY LAB: (AA)IIEE 2!" http://adeptplay.com/seminar-hearts-minds/monday-lab-aaiiee-2 has prompted some thoughts about how the Hero Points in James Bond RPG are part of the Intent, Initiation, Execution, Effect (IIEE) system of the game.
In JB, Hero Points can be spent at any time to modify the Quality Rating of a skill roll. A 5 is a failure, 4 success, and 3, 2, and 1 are increasingly greater success. In combat, QR determines damage. One Hero Point shifts the result one QR.
Each round of combat starts with a Declaration phase, where every participant declares what they intend to do in order of lowest Speed to highest. Participants cannot change their action once declared and must try to follow through. In IIEE terms, each player executes Intent and Initiation in reverse order of their Speed.
Actions are then executed in order of highest Speed to lowest. Each acting character rolls to generate a QR and the effect is applied immediately. So EE is applied one player at a time in order. In fire combat, there only source of defensive bonuses is actions, such as running, lying flat, and zig zagging, that you must have declared in the declaration phase.
The only reactivity is the "Draw Situation" and the use of Hero Points. During an NPC's action, if the player has not used all shots his weapon allows, he may attempt to fire back at the NPC before the NPC gets their shot off. This is a simple contest where both roll d6+speed.
So this system allows the most choice before resolution, but locks the players into what they declare, except for the Draw. Even the draw requires that a PC remember to hold back a shot or two so they have the option. After the resolution roll, Hero Points are the only response to outcome. The text implies that fictional description should be added to justify Hero Point modifications.
My recollection of playing this game tells me that earning a Hero Point was exciting because it happened when you rolled a critical success (QR 1). In contrast, spending Hero Points felt like a mechanical way of winning that lacked color and didn't connect to a sense of excitement or character efficacy. The excitement of earning them didn't carry over to the time one used them, and they had no particular relationship to emotions of the moment.