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<blockquote data-quote="CapnZapp" data-source="post: 7899559" data-attributes="member: 12731"><p>Thank you for your continued interest!</p><p></p><p>Yes, the low cap is also borne out of actual play experience.</p><p></p><p>As we ran Fate Points, you could alternatively use one to negate any given result (such as being hit for lots of damage) without being taken out of action. </p><p></p><p>You just spend the point, the attack does in fact not hit you, and you're still in the fight.</p><p></p><p>Of course, that's incredibly short term, since the very next attack could kill you instead. Still players used them this way since they never ever want to "give up" (and usage #3 is kind of giving up)</p><p></p><p>But if you had four or five Fate Points you could get an artificial sense of security or even invulnerability that really isn't good for the game (much like the suicide scenario).</p><p></p><p>So that's one reason to cap them low.</p><p></p><p>Of course I don't directly allow that usage in the present Hero Point alternative... (don't allow players to act negatively! They'll instantly want to use their points to make BBEG's fail on everything they do which is just disruptive) but usage #2 gives pretty much the same results: being able to interrupt the unexpected mega attack to move out of the way, for example.</p><p></p><p>Having just one (or two) Hero Points largely avoids this development.</p><p></p><p>The other reason is simple:</p><p></p><p>Telling players they will lose future Hero Points if they don't start to spend them "forces" them to interact with the mechanism! [emoji846]</p><p></p><p>Nothing more boring than a player just stockpiling his resources for a "later" that never may come.</p><p></p><p>After all, once off the low levels, killing D&D characters is actually hard, so I expect there to be several players who won't have to use any Hero Points to avoid death for many levels in a row, or perhaps at all.</p><p></p><p>These players then need an incentive to think about using their Hero Points for usages #2 and especially #1.</p><p></p><p>They still don't HAVE to. It's just that I give them a resource they CAN use to enhance the role-playing aspect of the game (as opposed to combat min-maxing)... and if they dislike wasting resources they "have" to come up with situations where they spend them! [emoji846]</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7899559, member: 12731"] Thank you for your continued interest! Yes, the low cap is also borne out of actual play experience. As we ran Fate Points, you could alternatively use one to negate any given result (such as being hit for lots of damage) without being taken out of action. You just spend the point, the attack does in fact not hit you, and you're still in the fight. Of course, that's incredibly short term, since the very next attack could kill you instead. Still players used them this way since they never ever want to "give up" (and usage #3 is kind of giving up) But if you had four or five Fate Points you could get an artificial sense of security or even invulnerability that really isn't good for the game (much like the suicide scenario). So that's one reason to cap them low. Of course I don't directly allow that usage in the present Hero Point alternative... (don't allow players to act negatively! They'll instantly want to use their points to make BBEG's fail on everything they do which is just disruptive) but usage #2 gives pretty much the same results: being able to interrupt the unexpected mega attack to move out of the way, for example. Having just one (or two) Hero Points largely avoids this development. The other reason is simple: Telling players they will lose future Hero Points if they don't start to spend them "forces" them to interact with the mechanism! [emoji846] Nothing more boring than a player just stockpiling his resources for a "later" that never may come. After all, once off the low levels, killing D&D characters is actually hard, so I expect there to be several players who won't have to use any Hero Points to avoid death for many levels in a row, or perhaps at all. These players then need an incentive to think about using their Hero Points for usages #2 and especially #1. They still don't HAVE to. It's just that I give them a resource they CAN use to enhance the role-playing aspect of the game (as opposed to combat min-maxing)... and if they dislike wasting resources they "have" to come up with situations where they spend them! [emoji846] [/QUOTE]
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