Skyscraper
Adventurer
From the Do You Want Your DM to Fudge thread, [MENTION=22779]Hussar[/MENTION] provided the suggestion that moving the possibility of fudging into the players' hands with mechanics such as Bennies or Fate points, taken from other well-known RPGs, allows the players to avoid desastrous fates for their PCs. I think this suggestion is very interesting, and I am now exploring how this could be implemented.
Here is my first go at how I'd introduce fate points into my game.
Rule: each PC starts with 3 fate points. These can be expended one at a time, at any time, and are replenished when the PC levels up. The PC can never have more than 3 fate points.
The PC can use a fate point to:
The player is responsible to tie the use of a destiny point to the story, e.g. the cleric, has divine intervention, the warlock has intervention by his patron, the fighter digs deep into his resolve or had a his opponent's sword hit his lucky necklace, etc...
Thoughts? Should I limit the destiny points to save the PC from death? 3 destiny points per level: does that seem like an interesting resource, and is it in good number? Would this imbalance the game in a way I do not foresee?
Here is my first go at how I'd introduce fate points into my game.
Rule: each PC starts with 3 fate points. These can be expended one at a time, at any time, and are replenished when the PC levels up. The PC can never have more than 3 fate points.
The PC can use a fate point to:
- Stabilize his PC when he would have otherwise died.
- Bring his unconscious PC back to 1 HP.
- Transform a missed attack into a success.
- Transform a successful attack into a critical hit.
- Transform a successful attack by an opponent into a miss.
- Influence a NPC to have him favorably change his attitude towards the PC. This will possibly not change the NPC's general intentions, so for example even if the NPC is favorably inclined towards the PC, he might not decide to abort his planned attack on a city; however, he might decide to capture the PC instead of kill him, or to give a fine to the PC instead of throwing him in prison. This is not a magical charm.
- Succeed a skill-related act with the best possible result.
The player is responsible to tie the use of a destiny point to the story, e.g. the cleric, has divine intervention, the warlock has intervention by his patron, the fighter digs deep into his resolve or had a his opponent's sword hit his lucky necklace, etc...
Thoughts? Should I limit the destiny points to save the PC from death? 3 destiny points per level: does that seem like an interesting resource, and is it in good number? Would this imbalance the game in a way I do not foresee?