Skyscraper
Explorer
Yep. It moves it back to being a PC resource and consideration.
Okay. I'll consider doing just that if I do end up including such a mechanic.
Yep. It moves it back to being a PC resource and consideration.
I haven't limited them yet per say but sometimes they don't act instantly. The point on case happned last session (I use lingering injuries) a player lost an arm in the middle of a timed mission so a player used a pp to re grow it rather than having it instantly re grow I threw a potion of regeneration In a foot locker in the next room. They have yet to suggest something overly ludicrous though.plot points look amazing ! do you limit your players in what they can use them for ? "and then a dragon come crashing down on the goblins" sort of situations come to mind
Ye I found insp to be a bit of a bust.It seems a nice way of implicating the players in RP, I used inspiration but always found that rewarding roleplay with something that implies so little roleplay was underwelming. It tends to end up beeing used in the very next fight with little effect. I'm gonna switch to plot point for more fun !
I rate the experience as not incredibly important (meaning the game would work just fine without them), but enjoyable because the players can use them as a means of reducing the occurrence of situations they personally find undesirable (basically, that do what pro-fudging DMs hope that they are doing for their players by fudging, but without any doubt that the odds are only being changed when the player most affected actually wants them changed).How would you rate or qualify the experience?
I agree that it depends on the type of game play experience that is being sought, so I might at times run a campaign of D&D that doesn't utilize them for style reasons, and I don't add similar systems to other games that don't present them (i.e. I don't add a similar player resource to Call of Cthulhu).Any comments with respect to the praise and the limits mentioned by Nagol in his post previous to yours?
This usage wouldn't hurt either, but I'd like to see more roleplaying- and environment-based uses. Such as: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.