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The Healing Paradox
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<blockquote data-quote="Crazy Jerome" data-source="post: 5948556" data-attributes="member: 54877"><p>My rough draft goes this way, because I'd like the wounds and fate points to work well and seemlessly together, but also work independently:</p><ul> <li data-xf-list-type="ul">Wounds cause damage to ability scores (as discussed earlier in this topic).</li> <li data-xf-list-type="ul">Fate points are earned by failing certain ability score checks badly, when it really matters.</li> </ul><p>Maybe "fate points" would really be "karma points" in such a system. You get them when things go bad, and then you get to use them to turn later, worse things into less bad things. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p> </p><p>Note that as written, this means that you can also gain points by having a bad stat and then trying to use it. Doesn't really matter if you got the bad stat from assigning it, rolling for stats, getting wounded, magically drained, etc. It's just that when used, the wounds will be the most common reason why points get earned.</p><p> </p><p>To keep it somewhat reasonable on handling time, you need some kind of filter on getting points, so that they can be ignored on most rolls:</p><ol> <li data-xf-list-type="ol">Roll a 1 or 2 on a d20 check.</li> <li data-xf-list-type="ol">Fail the check by 15.</li> <li data-xf-list-type="ol">Get hurt and/or pick up some bad condition or circumstance.</li> </ol><p>Meet all three, get a fate point. The first one is in there to cull out a lot of rolls, with brute force. The second one is in there to discourage fishing for fate points on the moderate rolls that make up the heart of a game. The last one is where the DM gets to say you get the point or not. You might not for failing badly to jump over a pit when you only take 2 points of damge. You might qualify when the botched dipomacy check means the duchess hates you now. </p><p> </p><p>Note also that you could use both wounds and fate points in a game, and the players could choose to not push on much. That's ok, as the point of a feedback system is to let the players find their level of comfort. Playing cautious means you don't get fate points to handle things when you slip up. So you continue to play cautious. Playing loose means you do get points, but you'll need them. Somewhere in the middle is probably optimum for most groups.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5948556, member: 54877"] My rough draft goes this way, because I'd like the wounds and fate points to work well and seemlessly together, but also work independently: [LIST] [*]Wounds cause damage to ability scores (as discussed earlier in this topic). [*]Fate points are earned by failing certain ability score checks badly, when it really matters. [/LIST]Maybe "fate points" would really be "karma points" in such a system. You get them when things go bad, and then you get to use them to turn later, worse things into less bad things. :p Note that as written, this means that you can also gain points by having a bad stat and then trying to use it. Doesn't really matter if you got the bad stat from assigning it, rolling for stats, getting wounded, magically drained, etc. It's just that when used, the wounds will be the most common reason why points get earned. To keep it somewhat reasonable on handling time, you need some kind of filter on getting points, so that they can be ignored on most rolls: [LIST=1] [*]Roll a 1 or 2 on a d20 check. [*]Fail the check by 15. [*]Get hurt and/or pick up some bad condition or circumstance. [/LIST]Meet all three, get a fate point. The first one is in there to cull out a lot of rolls, with brute force. The second one is in there to discourage fishing for fate points on the moderate rolls that make up the heart of a game. The last one is where the DM gets to say you get the point or not. You might not for failing badly to jump over a pit when you only take 2 points of damge. You might qualify when the botched dipomacy check means the duchess hates you now. Note also that you could use both wounds and fate points in a game, and the players could choose to not push on much. That's ok, as the point of a feedback system is to let the players find their level of comfort. Playing cautious means you don't get fate points to handle things when you slip up. So you continue to play cautious. Playing loose means you do get points, but you'll need them. Somewhere in the middle is probably optimum for most groups. [/QUOTE]
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