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Seriously considering Warhammer Fantasy Roleplay (2nd edition)
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<blockquote data-quote="Rel" data-source="post: 3501653" data-attributes="member: 99"><p>Despite being advertised as super deadly, our group has found that the lethality of Warhammer is not any worse than D&D and is perhaps a bit lower. The "extra lives" afforded by Fate Points seem to make the PC's a bit more durable.</p><p></p><p>I found that knowing I wouldn't die (by virtue of having one or more Fate Points in the bank) reduced my enjoyment of the game somewhat. When I started my current campaign I divorced the Fate Point mechanic from Fortune Points and kept the number of Fate Points for each character secret.</p><p></p><p>Since I couldn't tie Fortune Points to Fate Points anymore, I give each character the average Fortune Points for their race each day. I also award "Fortune Coins" (fake plastic pirate coins) when the party accomplishes something impressive. These are identical to Fortune Points except they can be saved up and used when the PC's are in a really desperate situation. They can also be spent to save the lives of valued NPC's (usually officers among the crew of their ship) but that's on a 3:1 ratio.</p><p></p><p>Also, since I'm running a more "swashbuckling" campaign, I let them spend Fortune Points to do "dramatic edits" where suddenly there is a rope for them to swing from or the enemy they are fighting trips on a coil of rope or steps in a bucket to facilitate things like Maneuvering and Disarming, etc.</p><p></p><p>The greater availability of Fortune Points no doubt makes the game a bit less deadly but we felt that way even before the house ruling for this campaign. However, since I'm a RBDM, it means I don't feel so bad when I throw extremely tough challenges at them and they burn a Fate Point or two.</p></blockquote><p></p>
[QUOTE="Rel, post: 3501653, member: 99"] Despite being advertised as super deadly, our group has found that the lethality of Warhammer is not any worse than D&D and is perhaps a bit lower. The "extra lives" afforded by Fate Points seem to make the PC's a bit more durable. I found that knowing I wouldn't die (by virtue of having one or more Fate Points in the bank) reduced my enjoyment of the game somewhat. When I started my current campaign I divorced the Fate Point mechanic from Fortune Points and kept the number of Fate Points for each character secret. Since I couldn't tie Fortune Points to Fate Points anymore, I give each character the average Fortune Points for their race each day. I also award "Fortune Coins" (fake plastic pirate coins) when the party accomplishes something impressive. These are identical to Fortune Points except they can be saved up and used when the PC's are in a really desperate situation. They can also be spent to save the lives of valued NPC's (usually officers among the crew of their ship) but that's on a 3:1 ratio. Also, since I'm running a more "swashbuckling" campaign, I let them spend Fortune Points to do "dramatic edits" where suddenly there is a rope for them to swing from or the enemy they are fighting trips on a coil of rope or steps in a bucket to facilitate things like Maneuvering and Disarming, etc. The greater availability of Fortune Points no doubt makes the game a bit less deadly but we felt that way even before the house ruling for this campaign. However, since I'm a RBDM, it means I don't feel so bad when I throw extremely tough challenges at them and they burn a Fate Point or two. [/QUOTE]
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