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D&D vs WHFRP
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<blockquote data-quote="Ourph" data-source="post: 3138177" data-attributes="member: 20239"><p>I would suggest you look at the effect of the crit they are negating. If the crit would take them out of the fight (by killing or incapacitating them) then the effect of their fate point should probably still leave them out of the fight. Fate Points are designed to provide benefits to the individual, not the entire group. </p><p></p><p>On the other hand, if the effect of the crit is serious enough to call for the use of a Fate Point but might still allow them to contribute to the fight in some way (i.e. - your hand is lopped off and you are bleeding to death but you could still, potentially, get a shot off with the pistol in your other hand before you die) then I would probably give the player a chance to run away through a convenient hole in the enemy's lines that miraculously opens up after the near miss on their hand. If they choose to ignore the chance to escape and stick around at 0 Wounds to help their comrades, it then becomes their responsibility if they are forced to burn more Fate Points.</p><p></p><p>The alternative is just to have everyone go unconscious when they burn a Fate Point, so the remaining PCs in your example would have dropped one by one, burnt only one FP each, and lost the fight, but the Beastmen keep them captive instead of killing them or a band of Road Wardens miraculously appears and drives away the Beastmen just as the last PC falls. This smells a little of <em>deux ex machina</em> but that's actually what Fate Points are designed for (and as long as it's not keeping the PCs from being the main focus of the action I don't think the occasional miracle is going to ruin the game). The main idea being that the single Fate Point each of them burnt continues to "function" until the encounter is over to keep the PCs alive and you just have to figure out how to manipulate events to make that happen.</p></blockquote><p></p>
[QUOTE="Ourph, post: 3138177, member: 20239"] I would suggest you look at the effect of the crit they are negating. If the crit would take them out of the fight (by killing or incapacitating them) then the effect of their fate point should probably still leave them out of the fight. Fate Points are designed to provide benefits to the individual, not the entire group. On the other hand, if the effect of the crit is serious enough to call for the use of a Fate Point but might still allow them to contribute to the fight in some way (i.e. - your hand is lopped off and you are bleeding to death but you could still, potentially, get a shot off with the pistol in your other hand before you die) then I would probably give the player a chance to run away through a convenient hole in the enemy's lines that miraculously opens up after the near miss on their hand. If they choose to ignore the chance to escape and stick around at 0 Wounds to help their comrades, it then becomes their responsibility if they are forced to burn more Fate Points. The alternative is just to have everyone go unconscious when they burn a Fate Point, so the remaining PCs in your example would have dropped one by one, burnt only one FP each, and lost the fight, but the Beastmen keep them captive instead of killing them or a band of Road Wardens miraculously appears and drives away the Beastmen just as the last PC falls. This smells a little of [i]deux ex machina[/i] but that's actually what Fate Points are designed for (and as long as it's not keeping the PCs from being the main focus of the action I don't think the occasional miracle is going to ruin the game). The main idea being that the single Fate Point each of them burnt continues to "function" until the encounter is over to keep the PCs alive and you just have to figure out how to manipulate events to make that happen. [/QUOTE]
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