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Arthurian Adventures (in Ireland)
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<blockquote data-quote="Particle_Man" data-source="post: 1833319" data-attributes="member: 892"><p>Well there is how it works in the book and then how I changed it a bit. By the book, a character can choose one or more fates (this doesn't affect their number of fate points). I then choose an equal number of tragic destinies, hopefully ironically related to those fates. Characters can add fates, and I then add destinies on a one for one basis. The character starts each level that that level's number of points (old unused fate points are lost at a level up). I start with zero destiny points per character, but I don't ever lose unused destiny points. When a pc spends a fate point and it is in line with their stated fate, I get one destiny point. Once per session, they can spend a fate point not in line with their stated fate, and I then get two destiny points. I cannot use destiny points to directly kill the pc's (though I could set them up for a killing blow). By the book, spent points add 1d6 (this increases every 4 levels over 1st by 1d6) to most d20 rolls or damage rolls (the latter not meant to be used except if you allow pc killing by destiny, but what the heck, I use em when I want to, as long as it is not a killing blow).</p><p></p><p>I added the idea that they could maximize a hit die roll on a 1 for 2 trade, and also allow generic "good luck" to save their lives on a 1 for 1 trade (the latter requires some trust on their part). I also find it easier to think of the destinies as characters, with personalities (a la Eddings, I guess). For instance, one character has the fate to spread the Christian faith to all of Ireland. Another has the fate to protect the old (non Christian, druidic) faith in Ireland. So I have their desinies setting things up so that they fight in jousts, "Friendly" contests of swordsmanship, etc. and that they accidentally keep hitting each other for real instead of for nonlethal damage. It is a bit like two people being friends at the conscious level, but bitter enemies at the subconscious level. Works pretty well.</p><p></p><p>That said, if a character never spends fate points, I don't get destiny points (barring something really unusual happening) for that character.</p><p></p><p>Frankly, I would highly recommend something like this, no matter what game system you use. It gives players good luck when they need it, and can give you some campaign ideas to work with. Mind you, the Arthurian legend is a fairly tragic one, so destinies might be more acceptable to the players there than in regular D&D, where they might scream "you are screwing over my character! you hate me! wah!" Here I screw over their characters and they LOVE it! Well I hope they do. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Oh, and last session, I got a TON of destiny points, and didn't have to spend one! Heh heh heh! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Particle_Man, post: 1833319, member: 892"] Well there is how it works in the book and then how I changed it a bit. By the book, a character can choose one or more fates (this doesn't affect their number of fate points). I then choose an equal number of tragic destinies, hopefully ironically related to those fates. Characters can add fates, and I then add destinies on a one for one basis. The character starts each level that that level's number of points (old unused fate points are lost at a level up). I start with zero destiny points per character, but I don't ever lose unused destiny points. When a pc spends a fate point and it is in line with their stated fate, I get one destiny point. Once per session, they can spend a fate point not in line with their stated fate, and I then get two destiny points. I cannot use destiny points to directly kill the pc's (though I could set them up for a killing blow). By the book, spent points add 1d6 (this increases every 4 levels over 1st by 1d6) to most d20 rolls or damage rolls (the latter not meant to be used except if you allow pc killing by destiny, but what the heck, I use em when I want to, as long as it is not a killing blow). I added the idea that they could maximize a hit die roll on a 1 for 2 trade, and also allow generic "good luck" to save their lives on a 1 for 1 trade (the latter requires some trust on their part). I also find it easier to think of the destinies as characters, with personalities (a la Eddings, I guess). For instance, one character has the fate to spread the Christian faith to all of Ireland. Another has the fate to protect the old (non Christian, druidic) faith in Ireland. So I have their desinies setting things up so that they fight in jousts, "Friendly" contests of swordsmanship, etc. and that they accidentally keep hitting each other for real instead of for nonlethal damage. It is a bit like two people being friends at the conscious level, but bitter enemies at the subconscious level. Works pretty well. That said, if a character never spends fate points, I don't get destiny points (barring something really unusual happening) for that character. Frankly, I would highly recommend something like this, no matter what game system you use. It gives players good luck when they need it, and can give you some campaign ideas to work with. Mind you, the Arthurian legend is a fairly tragic one, so destinies might be more acceptable to the players there than in regular D&D, where they might scream "you are screwing over my character! you hate me! wah!" Here I screw over their characters and they LOVE it! Well I hope they do. :) Oh, and last session, I got a TON of destiny points, and didn't have to spend one! Heh heh heh! :) [/QUOTE]
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