sircaren
Explorer
Hi all. I'm trying 'fate points' out in my current FR campaign for the first time in 3E. I used them in 2E to great effect. Basically they are used to do 'heroic' things or to avoid disastrous failed saves, etc. I'll list all the current uses in a moment. Each PC starts with one fate point. At the end of each gaming session I award one point to the player who advanced the story the most, IMO. (The players vote on who they thought RP'd the best for a 10% xp bonus, but that's another topic). One thing of note is that monsters and NPCs can have them as well. These points are hard to come by, so they can be used for some powerful things, both by PC's and NPC's. Anyway, here's how we have decided to use them so far:
Automatic Critical (Can be used after attack roll, but before damage is rolled)
Automatic make save
Automatic fail save (use against target of spell) (Counterable)
Automatic SKill Check - with max results (Diplomacy, etc)
Automatic Max roll on any spell / attack that requires one (Attack dmg, or fireball dmg, etc - but not limited to damage rolls)
Minimum Roll on any spell or dmg attack (use against opponents spell) (counterable)
By counterable I mean that the opponent can use a fate point (if he has one) to counter the players. Basically they both burn one point and the dice fall where they may. Now to keep this from becomming a point slinging fest, no more than one exchange of points can occur at any one time. We have been discussing possible changes in the group as well. Possible changes that have been discussed:
Can't be used to affect other's rolls (makes them much less powerful)
NPC's don't have them
Just asking for critiques and/or ideas. Better/Other ways to use them, how they can be too unbalancing, etc. Anything is good.
Discuss amongst yourselves.
Automatic Critical (Can be used after attack roll, but before damage is rolled)
Automatic make save
Automatic fail save (use against target of spell) (Counterable)
Automatic SKill Check - with max results (Diplomacy, etc)
Automatic Max roll on any spell / attack that requires one (Attack dmg, or fireball dmg, etc - but not limited to damage rolls)
Minimum Roll on any spell or dmg attack (use against opponents spell) (counterable)
By counterable I mean that the opponent can use a fate point (if he has one) to counter the players. Basically they both burn one point and the dice fall where they may. Now to keep this from becomming a point slinging fest, no more than one exchange of points can occur at any one time. We have been discussing possible changes in the group as well. Possible changes that have been discussed:
Can't be used to affect other's rolls (makes them much less powerful)
NPC's don't have them
Just asking for critiques and/or ideas. Better/Other ways to use them, how they can be too unbalancing, etc. Anything is good.
Discuss amongst yourselves.