Fate Points from Hero

Open Discussion on all things C&C from new product to general questions to the rules, the laws, and the chaos.
Post Reply
User avatar
Captain_K
Greater Lore Drake
Posts: 2282
Joined: Sun Dec 29, 2013 10:37 pm
Location: North Coast

Fate Points from Hero

Post by Captain_K »

We had used Luck Points: point per point to any dice roll + or - before the roll is made, or one point per every two luck points AFTER the Roll is made. Four Points to get "the best of two rolls" before the rolls are made or six points after the fact (think "advantage").

We had used Hero Points again more or less per the CKG, but some worried they were getting out of hand.. thus I'm going to try switching to Fate points which have hard fast write ups in their use... not so fluid. BUT they are pretty combat centrist.

Has anyone written them up for spell casters, thieves, etc.? Maneuver, and stuff? Would make a great Domesday expansion of the CKG.
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.

Treebore
Mogrl
Posts: 20660
Joined: Mon May 01, 2006 7:00 am
Location: Arizona and St Louis

Re: Fate Points from Hero

Post by Treebore »

This is how I have been doing it. Its done its job very well. I consider its job to keep PC's alive when they would otherwise die.
LUCK POINTS:

You get one luck point +1 per level. So two at level one.

Luck points are used to:

Get a re-roll on an attack roll, save, or SIEGE check. Only 1 re-roll allowed.

To turn a death attack to near death. If an attack outright kills your PC you can permanently burn a luck point to put your character at death's door instead. That means at -6 HP. So Grievously wounded but not dead, and not bleeding out.

You don't refresh your Luck points until your goal/mission is accomplished. This is defined as whatever over all goal your party is working towards. Such as recovering an item, escorting this person/caravan from point A to point Z, finding the daughter of the merchant, etc... NOT when short term goals are accomplished.

Lost/permanently burned luck points are regained anytime I witness you roll 3 Nat 20's to hit, make a save, or SIEGE check in one game session. So make sure I keep track of them, and make sure I witness your rolls. Otherwise its up to me to trust/believe you. I may just deny the validation simply to encourage/motivate you to make sure I witness your rolls.

Online games must use the online dice roller to get this benefit.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

User avatar
Captain_K
Greater Lore Drake
Posts: 2282
Joined: Sun Dec 29, 2013 10:37 pm
Location: North Coast

Re: Fate Points from Hero

Post by Captain_K »

Home brewed specific uses and recovery.. nice tidy, simple uses rules and no craziness. I like for CKG luck point, but am looking to expand the one time use Hero/Fate points for BIG times the PC want to do something more "off the wall" or possibly none combat.
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.

User avatar
Captain_K
Greater Lore Drake
Posts: 2282
Joined: Sun Dec 29, 2013 10:37 pm
Location: North Coast

Re: Fate Points from Hero

Post by Captain_K »

Do folks have house rules for fate or hero point typical uses? or a write up what you allow for a point or two?
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.

User avatar
Lurker
Greater Lore Drake
Posts: 4043
Joined: Thu Jan 18, 2007 8:00 am
Location: Oklahoma

Re: Fate Points from Hero

Post by Lurker »

From playing Tree's Monday night Victory game & then running a 'Modern Victory' game for my girls (and one offs for the Monday Ne'er d wells) I really like the Victory Point system.

You have X amount of Victory points. you can spend a point to guarantee success of an action, of yourself or an alley, or you can use a point to cause a failure of an enemy.

You get points a few ways, by the book, good Role playing, doing something exceptional, being voted as the MVP of the game by your fellow players etc.

I modified it off d6 Star Wars force points where if the victory point is used in a key heroic point in a heroic manner, you get the point back at the start of the next game.

Now Tree modified it by giving out more points (so we have a bigger pool) but changing the effect - 1 point to get a re-roll (or force the enemy to re-roll) or 3 points to guarantee success or an enemy's failure. Oh yeah, a point to buy off a point of insanity (which is vital for my character!)
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain

Forgive all spelling errors.

Knight Errant & Humble C&C Society Contributor
C&C Society

User avatar
Buttmonkey
Greater Lore Drake
Posts: 2031
Joined: Fri Jun 15, 2007 7:00 am

Re: Fate Points from Hero

Post by Buttmonkey »

I generally run hero points BTB (I think). Use of a point allows a PC to guarantee success at anything they could theoretically accomplish. For example, they could guarantee hitting an opponent in combat, maxing out hit points recovered on a cure light wounds, inflicting maximum damage on a successful attack, or making a saving throw. A hero point would not allow a PC to jump across the Grand Canyon since that is not theoretically possible.

I have also allowed use of a hero point to amp up a spell or special ability's effects. For example, in my PBP game, one of the PCs is a dryad who can dimension door once per day. I have allowed her to use a hero point to extend the range of the d-door effect at the cost of losing the ability for a few days. I also allowed use of a hero point to allow her PC to exceed her weight limit for the dimension door with a similar cost.
tylermo wrote:Your efforts are greatly appreciated, Buttmonkey. Can't believe I said that with a straight face.

User avatar
spudeus
Ungern
Posts: 58
Joined: Sat Aug 12, 2017 2:01 pm

Re: Fate Points from Hero

Post by spudeus »

That's the kind of thinking I wish more superhero rpgs embraced - in the comics they are always 'pushing' their powers to create new effects (and in some fantasy, too!).

I'm curious, does anyone else think it's fair to award 'villain points' to important NPCs?

User avatar
Buttmonkey
Greater Lore Drake
Posts: 2031
Joined: Fri Jun 15, 2007 7:00 am

Re: Fate Points from Hero

Post by Buttmonkey »

I'm not sure "fair" is a meaningful term. My monsters and NPCs can do what I as the GM say they can do. I operate using GM fiat. However, I also strive for game balance (not that every encounter is equally balanced, but that I have a fixed idea of an encounter's potential difficulty going in) and, above all else, for an enjoyable experience for the players. I have an infinite supply of monsters and NPCs. If I roll poorly in one encounter, it will be balanced out by good rolls eventually. I don't need villain points to amp up the bad guys. Plus, bad guy success isn't something I am trying to drive toward. I have embraced the Dungeon World principle of playing to find out what happens. It doesn't matter to me how well or badly the bad guys perform. I let the adventure go where the rolls take us.
tylermo wrote:Your efforts are greatly appreciated, Buttmonkey. Can't believe I said that with a straight face.

User avatar
Captain_K
Greater Lore Drake
Posts: 2282
Joined: Sun Dec 29, 2013 10:37 pm
Location: North Coast

Re: Fate Points from Hero

Post by Captain_K »

I like drama and risk... when my NPCs get too detailed or my monsters too many things to keep straight I look at paperwork and not play... I tend to over prepare then end up winging it half the time.. so yes you could have NPCs with "villain" points.. normally I use them to let the key bad guy escape or foil all the good..
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.

serleran
Mogrl
Posts: 13866
Joined: Mon Oct 13, 2008 7:00 am

Re: Fate Points from Hero

Post by serleran »

NPCs don't get points.

If I do something that was not originally intended, I hearken back to a time I was writing a game called Abomination (this was before White Wold used the term -- and, unfortunately, mine was a horror game) which had "Reaper tricks." Each one allowed the Reaper (the guy running the game) to do something unexpected, a twist, like having the boss stand back up after 6 rounds of being left for dead, like they do in horror movies. Each one, which were supposed to be limited to around two/three, would earn the party bonus rewards as they made the game more difficult.

I threw the game away. Wait, no. I gave it to an old friend who has subsequently not existed.

Post Reply