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<blockquote data-quote="pming" data-source="post: 6417246" data-attributes="member: 45197"><p>Hiya.</p><p></p><p></p><p></p><p>I can respect that, and 99% of the time I don't use/like Fate Points ("FP") in my games either (other than WHFRP, where it feels right...but that's where I first encountered them, so I guess that's probably why). I don't see them as an "oops" mechanic, though. I see them as sort of like a "campaign-story-consistency-mechanic". In story terms, chances are that at some point in one (a story), the main character is put in some situation that really <em>REALLY</em> should have ended him...but he miraculously survives; just watch any Indiana Jones movies and you'll get a bajillion of them. Indi may be high level, but his side-kicks and female hangers on generally aren't. In 5e, they'd die in the first opening action sequence.</p><p></p><p>I'm the opposite from you when it comes to magic items. I'd vastly prefer basically anything other than giving out <em>Potions of Saveyourbutt</em>, <em>Rings of Bytheskinofmyteeth</em>, and <em>Wands of LuckythisisJUSTwhatIneed</em>. To me, that cheapens the characters...it wasn't really the PC who saved the day...it was his magic item(s). To me (us; my group), weaving in some stupendously unlikely event is much more entertaining, creative, and rewarding than just whipping out a magic item to save the day. *shrug* As I'm becoming increasingly fond of saying, "Different strokes and all that".</p><p></p><p>The core reason I'm considering FP's for my 5e Greyhawk game is that 5e does seem to be a bit of a meat grinder for 1st to 3rd level characters. Once they hit 4th, it's like the world opens up and becomes their oyster. <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=":)" /> But getting there is quite the challenge. Fine for my 1e/Hackmaster game...everyone knows what to expect...but with 5e, we'd like to actually play characters longer than a session. So adding in a FP thing could do the trick for now. After everyone gets more comfortable with the "feel" of 5e, I'm sure I'd ditch the FP thing...probably.</p><p></p><p>As for players playing "stupidly riskier", we actually find the opposite. The FP a character has is a precious thing. I guess it's kind of similar to saying "Yeah, well, we've got nothing to loose, so go for it!" (re: no FP's), and "Yeah, well, we could be in waaay over our head, hate to have to use a FP...maybe we should re-think this" (re: a FP or two). Players with "nothing to loose" play more riskier because, well, they have nothing to loose. Those that do have something to loose...something they are likely never to get back, or get back rarely...tend to play more cautiously. Of course, with how I'd use FP for 5e, a PC would be able to recover a FP in some way...but, as I said, that's because we want to just play the game and get a feel for it more. I guess it'd be a "temporary crutch" for not knowing the system and what is/isn't available in it.</p><p></p><p>Overall, as I said, my games tend to be rather deadly. The FP option lets me continue to DM in my "normal" way and not have to worry as much about a group of adventurers starting an adventure at 2pm, and a completely different group of adventurers completing it at 8pm. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6417246, member: 45197"] Hiya. I can respect that, and 99% of the time I don't use/like Fate Points ("FP") in my games either (other than WHFRP, where it feels right...but that's where I first encountered them, so I guess that's probably why). I don't see them as an "oops" mechanic, though. I see them as sort of like a "campaign-story-consistency-mechanic". In story terms, chances are that at some point in one (a story), the main character is put in some situation that really [I]REALLY[/I] should have ended him...but he miraculously survives; just watch any Indiana Jones movies and you'll get a bajillion of them. Indi may be high level, but his side-kicks and female hangers on generally aren't. In 5e, they'd die in the first opening action sequence. I'm the opposite from you when it comes to magic items. I'd vastly prefer basically anything other than giving out [I]Potions of Saveyourbutt[/I], [I]Rings of Bytheskinofmyteeth[/I], and [I]Wands of LuckythisisJUSTwhatIneed[/I]. To me, that cheapens the characters...it wasn't really the PC who saved the day...it was his magic item(s). To me (us; my group), weaving in some stupendously unlikely event is much more entertaining, creative, and rewarding than just whipping out a magic item to save the day. *shrug* As I'm becoming increasingly fond of saying, "Different strokes and all that". The core reason I'm considering FP's for my 5e Greyhawk game is that 5e does seem to be a bit of a meat grinder for 1st to 3rd level characters. Once they hit 4th, it's like the world opens up and becomes their oyster. :) But getting there is quite the challenge. Fine for my 1e/Hackmaster game...everyone knows what to expect...but with 5e, we'd like to actually play characters longer than a session. So adding in a FP thing could do the trick for now. After everyone gets more comfortable with the "feel" of 5e, I'm sure I'd ditch the FP thing...probably. As for players playing "stupidly riskier", we actually find the opposite. The FP a character has is a precious thing. I guess it's kind of similar to saying "Yeah, well, we've got nothing to loose, so go for it!" (re: no FP's), and "Yeah, well, we could be in waaay over our head, hate to have to use a FP...maybe we should re-think this" (re: a FP or two). Players with "nothing to loose" play more riskier because, well, they have nothing to loose. Those that do have something to loose...something they are likely never to get back, or get back rarely...tend to play more cautiously. Of course, with how I'd use FP for 5e, a PC would be able to recover a FP in some way...but, as I said, that's because we want to just play the game and get a feel for it more. I guess it'd be a "temporary crutch" for not knowing the system and what is/isn't available in it. Overall, as I said, my games tend to be rather deadly. The FP option lets me continue to DM in my "normal" way and not have to worry as much about a group of adventurers starting an adventure at 2pm, and a completely different group of adventurers completing it at 8pm. ;) ^_^ Paul L. Ming [/QUOTE]
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