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<blockquote data-quote="kenada" data-source="post: 7899409" data-attributes="member: 70468"><p>That’s a fair distinction. I wanted to keep the rule simple. There are also some pretty nasty critical failure effects players might want to avoid (save or die effects generally only actually kill the target on a critical failure). Another difference is you can only do it to other players (not yourself). The reason is it’s meant to be a source of off-turn engagement for the other players.</p><p></p><p></p><p>Thanks for the explanation. It’s not quite like conceding in Fate (or even burning edge in Shadowrun), since it’s more of a backstop to keep combat dangerous but not always deadly.</p><p></p><p></p><p>If you had been using this Hero Point rule in that game, how many of those deaths do you think would have been averted? Do you think there were any times when the PCs would have received Hero Points and immediately lost them due to being at the cap?</p><p></p><p>I mention this because Fate Points as described above can only be used for averting death, but you’ve provided several uses for them and a relatively low cap. Unless your game is deadly enough that players need to use them, or your players are willing to risk not having them to avert death and spend them otherwise, I’d expect there’s a good chance they’ll gain new points while already at the cap.</p></blockquote><p></p>
[QUOTE="kenada, post: 7899409, member: 70468"] That’s a fair distinction. I wanted to keep the rule simple. There are also some pretty nasty critical failure effects players might want to avoid (save or die effects generally only actually kill the target on a critical failure). Another difference is you can only do it to other players (not yourself). The reason is it’s meant to be a source of off-turn engagement for the other players. Thanks for the explanation. It’s not quite like conceding in Fate (or even burning edge in Shadowrun), since it’s more of a backstop to keep combat dangerous but not always deadly. If you had been using this Hero Point rule in that game, how many of those deaths do you think would have been averted? Do you think there were any times when the PCs would have received Hero Points and immediately lost them due to being at the cap? I mention this because Fate Points as described above can only be used for averting death, but you’ve provided several uses for them and a relatively low cap. Unless your game is deadly enough that players need to use them, or your players are willing to risk not having them to avert death and spend them otherwise, I’d expect there’s a good chance they’ll gain new points while already at the cap. [/QUOTE]
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