Discussions on C&C's Fate system
- slimykuotoan
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Discussions on C&C's Fate system
Yay or nay pour your campaigns?
P.S. If you don't own the CKG, well, you should.
P.S. If you don't own the CKG, well, you should.
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan
- Go0gleplex
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Re: Discussions on C&C's Fate system
I won't be using Fate points.
"Rolling dice and killing characters since September 1976."
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"Certified crazy since 2009."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
Re: Discussions on C&C's Fate system
Already was using the d20 action point system, so I was surprised that the trolls made the extra die a d8!
- Omote
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Re: Discussions on C&C's Fate system
I already used a fate point system in my games. While they are not exactly like the one mentioned in the CKG, I think I will utilize some of the ideas presented there. The reasons that I use fate points is that, I don't want to fudge rolls as a CK. If the PCs die, they should die. I tend to fudge dice rolls when it calls for maximum awesomeness for the players. They like that. With fate points, I won't have to fudge. The players can use the FP they have... and if they don't, the PC perishes.
Haven't done so yet, perhaps the next campaign.
~O
Haven't done so yet, perhaps the next campaign.
~O
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
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Re: Discussions on C&C's Fate system
I use Dork20 cards instead of the Fate Points/Action Dice in my C&C game. I'm not opposed to using them it's just that I've taken to using cards for things like this as of late (Pathfinder's Critical Hits and Fumble decks). The Dork20 cards don't really translate that well for Castles & Crusades as a lot of them are skill based with huge boosts to a particular skill. It makes for interesting discussions on how to use them though.
Re: Discussions on C&C's Fate system
So which version of the system do you guys prefer, Fate or Luck/Hero points.
I'm leaning towards Fate points, the mechanics are more straight forward and less book keeping.
I'm leaning towards Fate points, the mechanics are more straight forward and less book keeping.
- Omote
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Re: Discussions on C&C's Fate system
This.anglefish wrote:I'm leaning towards Fate points, the mechanics are more straight forward and less book keeping.
~O
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
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- zarathustra
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Re: Discussions on C&C's Fate system
No.
If I were to use a "fate point" type system I would only use it for certain types of campaigns- A Conan Hyborea type campaign which would be basically cleric free for example. In which case I would use the simple one from Jason Veys free Conan D&D supplements.
If I were to use a "fate point" type system I would only use it for certain types of campaigns- A Conan Hyborea type campaign which would be basically cleric free for example. In which case I would use the simple one from Jason Veys free Conan D&D supplements.
Re: Discussions on C&C's Fate system
I don't use Fate Points in my standard C&C game. However, in my C&C Conan (dumbed down from Mongoose's d20 Conan) I do use Fate Points.
I allow 2+level number of Fate Points (3 at 1st level, 4 at 2nd level, etc), which refresh each session.
One point may be used per round. They may be used as follows:
1. Automatic Success: Prior to rolling, a Fate Point may be spent in lieu of any d20 roll, and count as a natural 20. If it replaces a combat roll, the automatic success is considered a critical and does max damage.
2. Mighty Blow: A Fate Point may be spent on a Mighty Blow. The player rolls a melee attack as normal, declaring a Mighty Blow and spending a Fate Point. If the roll is a hit, the damage done is double maximum. Non-masterwork or non-magical weapons are destroyed (useable as improvised weapons, -4 to hit, d4 damage).
3. Second Wind: A Fate Point may be spent to regain 1d8 hit points [There is virtually no 'magical healing' in my C&C Conan].
4. Destiny: A Fate Point may be spent to alter the game world in a minor way, to the benifit of the palyer. For example, a Fate Point may be spent to have a chained and captured PC find a loose stone to bash free his manacles, or to have a slave girl be known to him and smuggle him in a dagger.
5. Left for Dead: When reduced to -1 hit points or less, a Fate Point may be spent to be 'left for dead'. The PC appears dead to casual observation, but is clinging to life. The PC is returned to 0 hit points and will awaken in 1d6 hours.
6. Dabbler: Once per session, a non-sorcerer PC may spend a Fate Point to remember some sorcerous lore, legend, or a minor spell [Warding, Rune of Jebbal Sag, or Incantation of Almuric's Witchman for those of you who know Mongoose Conan].
I allow 2+level number of Fate Points (3 at 1st level, 4 at 2nd level, etc), which refresh each session.
One point may be used per round. They may be used as follows:
1. Automatic Success: Prior to rolling, a Fate Point may be spent in lieu of any d20 roll, and count as a natural 20. If it replaces a combat roll, the automatic success is considered a critical and does max damage.
2. Mighty Blow: A Fate Point may be spent on a Mighty Blow. The player rolls a melee attack as normal, declaring a Mighty Blow and spending a Fate Point. If the roll is a hit, the damage done is double maximum. Non-masterwork or non-magical weapons are destroyed (useable as improvised weapons, -4 to hit, d4 damage).
3. Second Wind: A Fate Point may be spent to regain 1d8 hit points [There is virtually no 'magical healing' in my C&C Conan].
4. Destiny: A Fate Point may be spent to alter the game world in a minor way, to the benifit of the palyer. For example, a Fate Point may be spent to have a chained and captured PC find a loose stone to bash free his manacles, or to have a slave girl be known to him and smuggle him in a dagger.
5. Left for Dead: When reduced to -1 hit points or less, a Fate Point may be spent to be 'left for dead'. The PC appears dead to casual observation, but is clinging to life. The PC is returned to 0 hit points and will awaken in 1d6 hours.
6. Dabbler: Once per session, a non-sorcerer PC may spend a Fate Point to remember some sorcerous lore, legend, or a minor spell [Warding, Rune of Jebbal Sag, or Incantation of Almuric's Witchman for those of you who know Mongoose Conan].
Re: Discussions on C&C's Fate system
Very cool.ThrorII wrote:I don't use Fate Points in my standard C&C game. However, in my C&C Conan (dumbed down from Mongoose's d20 Conan) I do use Fate Points.
I allow 2+level number of Fate Points (3 at 1st level, 4 at 2nd level, etc), which refresh each session.
One point may be used per round. They may be used as follows:
1. Automatic Success: Prior to rolling, a Fate Point may be spent in lieu of any d20 roll, and count as a natural 20. If it replaces a combat roll, the automatic success is considered a critical and does max damage.
2. Mighty Blow: A Fate Point may be spent on a Mighty Blow. The player rolls a melee attack as normal, declaring a Mighty Blow and spending a Fate Point. If the roll is a hit, the damage done is double maximum. Non-masterwork or non-magical weapons are destroyed (useable as improvised weapons, -4 to hit, d4 damage).
3. Second Wind: A Fate Point may be spent to regain 1d8 hit points [There is virtually no 'magical healing' in my C&C Conan].
4. Destiny: A Fate Point may be spent to alter the game world in a minor way, to the benifit of the palyer. For example, a Fate Point may be spent to have a chained and captured PC find a loose stone to bash free his manacles, or to have a slave girl be known to him and smuggle him in a dagger.
5. Left for Dead: When reduced to -1 hit points or less, a Fate Point may be spent to be 'left for dead'. The PC appears dead to casual observation, but is clinging to life. The PC is returned to 0 hit points and will awaken in 1d6 hours.
6. Dabbler: Once per session, a non-sorcerer PC may spend a Fate Point to remember some sorcerous lore, legend, or a minor spell [Warding, Rune of Jebbal Sag, or Incantation of Almuric's Witchman for those of you who know Mongoose Conan].
Re: Discussions on C&C's Fate system
I didn't use Fate Points until resently. I developed a system that is similar to the CKG, before I got the CKG. I like mine, so I'll be sticking with it.
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