Fate Point Idea
Fate Point Idea
Just a bit of inspiration that hit me, thought I'd share. The concept of Fate Points in indtroduced in the CKG, this is something I will be using in my game.
You being play with 3 and gain 1-4 additional Fate Points at every new level.
Something I'm considering is allowing the characters to gain a Fate Point anytime they roll a critical (natural 20) on an attack roll, skill check or save throw. When you roll such a success, Fate smiles on you.
Another thing I've considered, Fate can be a fickel witch, and when you roll a fumble on an attack, save or skil check, you lose a Fate Point
OR, to further add a little depth, on a fumble you must roll under 10+1/2 level on a d20 to keep from losing a Fate Point. With this option, upon reaching level 20, you are a "master of your fate" and no longer have a chance of losing a fate point on a natural 1).
Thoughts on that? Comments?
You being play with 3 and gain 1-4 additional Fate Points at every new level.
Something I'm considering is allowing the characters to gain a Fate Point anytime they roll a critical (natural 20) on an attack roll, skill check or save throw. When you roll such a success, Fate smiles on you.
Another thing I've considered, Fate can be a fickel witch, and when you roll a fumble on an attack, save or skil check, you lose a Fate Point
OR, to further add a little depth, on a fumble you must roll under 10+1/2 level on a d20 to keep from losing a Fate Point. With this option, upon reaching level 20, you are a "master of your fate" and no longer have a chance of losing a fate point on a natural 1).
Thoughts on that? Comments?
Re: Fate Point Idea
That's pretty neato, I think.
Another idea, tying criticals to it, is to allow players to spend a fate point to turn a hit into a critical... perhaps on a natral 18+ that also already hit (basically making it a 3rd ed expanded 'threat range' deal). just off the top of my head....
Another idea, tying criticals to it, is to allow players to spend a fate point to turn a hit into a critical... perhaps on a natral 18+ that also already hit (basically making it a 3rd ed expanded 'threat range' deal). just off the top of my head....
Bill D.
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
- Omote
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Re: Fate Point Idea
Remember, certain classes roll the d20 more than others. The fighter for example will roll the to-hit d20 more often than the wizard/illusionist. If you tie fate points to natural-20 rolls, remember that certain classes roll that die more than others.
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SaveVsFail
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Re: Fate Point Idea
I like it, but I wouldnt keep adding multiple fate points on a leveling basis.
I've been playing a couple of the WH40k rpgs and my current character is sitting on 5 or 6 fate points right now and I'm feeling pretty bulletproof, but then again theirs refresh every session. I suppose if they go away on use and only refill on crits, that could work but it could turn into a book keeping mess.
I really like fate points in general though I think they are a nice little get out of jail free card.
I've been playing a couple of the WH40k rpgs and my current character is sitting on 5 or 6 fate points right now and I'm feeling pretty bulletproof, but then again theirs refresh every session. I suppose if they go away on use and only refill on crits, that could work but it could turn into a book keeping mess.
I really like fate points in general though I think they are a nice little get out of jail free card.
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"We aren't pirates... We're pro-active salvage enthusiasts." Lord-Captain Horatio Aloysius Drax
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"We aren't pirates... We're pro-active salvage enthusiasts." Lord-Captain Horatio Aloysius Drax
http://www.savevsfail.com/
Re: Fate Point Idea
Thanks for the thoughts gang...
@ Savevsfail - the adding of gate points on a leveling basis is how it's presented the CKG (I didn't make that up). You only start with 3, and once used, they are gone until you level (and then, you only get 1-4).
@ omote, you are correct, but then, since I'd do something for both 20's and 1's, it evens out.
As far as the general rolling goes (more opportunites for the fighter getting those natural 20ies) Im ok with that, since at the higher levels, they can get a little left behind compared to the magic users of the world.
@ Savevsfail - the adding of gate points on a leveling basis is how it's presented the CKG (I didn't make that up). You only start with 3, and once used, they are gone until you level (and then, you only get 1-4).
@ omote, you are correct, but then, since I'd do something for both 20's and 1's, it evens out.
As far as the general rolling goes (more opportunites for the fighter getting those natural 20ies) Im ok with that, since at the higher levels, they can get a little left behind compared to the magic users of the world.
Re: Fate Point Idea
I like the Fate Point mechanism from WFRP2e where a small number (1-3) is determined at character creation and can be spent daily then renew on the following day. If spent to avoid death, a point is gone for good.
Imaginatio est Vita
Grand Knight Commander
Grand Knight Commander
Re: Fate Point Idea
There is already something like this built into the options you can use Fate Points for. And different options cost different amounts of Fate Points.Relaxo wrote:That's pretty neato, I think.
Another idea, tying criticals to it, is to allow players to spend a fate point to turn a hit into a critical... perhaps on a natral 18+ that also already hit (basically making it a 3rd ed expanded 'threat range' deal). just off the top of my head....
I like the idea of having them be a little "fluid" (gaining and losing them on criticals and fumbles) because it gives them and unpredictable nature that you shouldn't rely on (roll a few fumbles during a session, and you could be out of Fate Points).
Bottom line (and what I LOVE about C&C) is that Fate Points (along with advantages or hero points, etc, all from the CKG) are not part of the core ruleset. They are an option, so I can include them, or modify, to my hearts content, and it doesnt mess with the "balance" or whatever of the game.
Whatever boon I give, however small, is still a boon. There is no way an player can say "Hey that's not fair" or "feel cheated" because it's not part of the core rules in the first place. Don't like it, fine, I can take it away. ;oD
Re: Fate Point Idea
OK, so here is he way I ended up wording it in my House Rules doc. Note, that I make the possibility of losing Fate Points on a natural one a good bit more possible.
FATEFate point represents elements that come into play at "opportune" times to save your skin, or give you some much needed aid. Some look at it as luck. Some look at it as the hand of the gods.
Starting, Gaining and Losing Fate Points
Characters start with 3 fate points at first level. Each level they gain 1d4 additional fate points. Fate points may be saved and carried over from level to level. Once used, they are gone (until a new level is attained). Each level, new Fate points will be rolled in front of the rest of the group (or at least the CK) and there will be NO re-rolls. Remember, Fate points are NOT required to play the game, nor to have success. Fate smiles more on some, than others to whom fate can be a fickle witch
Criticals
Aside from leveling up, there is one other way to gain, and lose, Fate Points…rolling criticals.
Critical Hits
Each Time you roll and natural 20 on an attack roll, proficiency/skill check or save throw, you gain 1 Fate Point. This only applies to the initial roll of such an action, not re-rolls. Example, if you spend a fate point to re-roll an attack, and roll a natural 20, you do not gain a fate point.
Critical Failures
Each time you roll a natural 1, you have a chance to lose 1 fate point. Roll a d20 and try and roll equal to, or less than, your level. If you succeed, you do not lose a fate point.
Master of Your Fate
By the time you reach level 20, you no long risk losing a fate point on a natural 1.
FATEFate point represents elements that come into play at "opportune" times to save your skin, or give you some much needed aid. Some look at it as luck. Some look at it as the hand of the gods.
Starting, Gaining and Losing Fate Points
Characters start with 3 fate points at first level. Each level they gain 1d4 additional fate points. Fate points may be saved and carried over from level to level. Once used, they are gone (until a new level is attained). Each level, new Fate points will be rolled in front of the rest of the group (or at least the CK) and there will be NO re-rolls. Remember, Fate points are NOT required to play the game, nor to have success. Fate smiles more on some, than others to whom fate can be a fickle witch
Criticals
Aside from leveling up, there is one other way to gain, and lose, Fate Points…rolling criticals.
Critical Hits
Each Time you roll and natural 20 on an attack roll, proficiency/skill check or save throw, you gain 1 Fate Point. This only applies to the initial roll of such an action, not re-rolls. Example, if you spend a fate point to re-roll an attack, and roll a natural 20, you do not gain a fate point.
Critical Failures
Each time you roll a natural 1, you have a chance to lose 1 fate point. Roll a d20 and try and roll equal to, or less than, your level. If you succeed, you do not lose a fate point.
Master of Your Fate
By the time you reach level 20, you no long risk losing a fate point on a natural 1.
Re: Fate Point Idea
I used Fate Points in my C&C Conan campaign. It created a very heroic feeling game.
Players got 2+level in FP, and could use 1 FP per round. FP's refreshed every session.
There are 6 uses for FP's:
1. Auto-success. Instead of any d20 roll, 1 FP can be spent, counting as a natural 20. If a combat roll, it is considered max damage (a crit).
2. Mighty Blow. When rolling a to hit melee, also spend a FP. If you hit, your attack does 2x max damage. Your weapon breaks unless it is masterwork or magical (now becomes an improvised weapon, -4 to hit, d4 damage).
3. Second Wind. 1 FP spent allows for 1d8 of healing, if you are still above 0 hp.
4. Left for Dead. If you are at -10 hp or less, you may spend 1 FP to be left for dead. You look dead to casual inspection, but stabilize and return to 0 hp after 1d6 hours.
5. Fate. 1 FP spent allows you to alter the game world in a minor way. Perhaps that slave girl feeding you in the dungeon knows you, and will smuggle you in a dagger.
6. Sorcerous Knowledge. 1 FP spent, once per session, by a non-sorcerer, allows you to remember a bit of sorcerous lore. Perhaps it is lore about a cult or artifact. Perhaps it is the weakness of a monster or demon.
Players got 2+level in FP, and could use 1 FP per round. FP's refreshed every session.
There are 6 uses for FP's:
1. Auto-success. Instead of any d20 roll, 1 FP can be spent, counting as a natural 20. If a combat roll, it is considered max damage (a crit).
2. Mighty Blow. When rolling a to hit melee, also spend a FP. If you hit, your attack does 2x max damage. Your weapon breaks unless it is masterwork or magical (now becomes an improvised weapon, -4 to hit, d4 damage).
3. Second Wind. 1 FP spent allows for 1d8 of healing, if you are still above 0 hp.
4. Left for Dead. If you are at -10 hp or less, you may spend 1 FP to be left for dead. You look dead to casual inspection, but stabilize and return to 0 hp after 1d6 hours.
5. Fate. 1 FP spent allows you to alter the game world in a minor way. Perhaps that slave girl feeding you in the dungeon knows you, and will smuggle you in a dagger.
6. Sorcerous Knowledge. 1 FP spent, once per session, by a non-sorcerer, allows you to remember a bit of sorcerous lore. Perhaps it is lore about a cult or artifact. Perhaps it is the weakness of a monster or demon.
Re: Fate Point Idea
Those are some cool ideas as well Thror. I definately like the concept of fate points. Actually started thinking of using them for my monsters and NPCs as well, but only in cases where an monster or NPC rolls an natural crit in combat (and then, they have to use it immediately).ThrorII wrote:I used Fate Points in my C&C Conan campaign. It created a very heroic feeling game.
Players got 2+level in FP, and could use 1 FP per round. FP's refreshed every session.
There are 6 uses for FP's:
1. Auto-success. Instead of any d20 roll, 1 FP can be spent, counting as a natural 20. If a combat roll, it is considered max damage (a crit).
2. Mighty Blow. When rolling a to hit melee, also spend a FP. If you hit, your attack does 2x max damage. Your weapon breaks unless it is masterwork or magical (now becomes an improvised weapon, -4 to hit, d4 damage).
3. Second Wind. 1 FP spent allows for 1d8 of healing, if you are still above 0 hp.
4. Left for Dead. If you are at -10 hp or less, you may spend 1 FP to be left for dead. You look dead to casual inspection, but stabilize and return to 0 hp after 1d6 hours.
5. Fate. 1 FP spent allows you to alter the game world in a minor way. Perhaps that slave girl feeding you in the dungeon knows you, and will smuggle you in a dagger.
6. Sorcerous Knowledge. 1 FP spent, once per session, by a non-sorcerer, allows you to remember a bit of sorcerous lore. Perhaps it is lore about a cult or artifact. Perhaps it is the weakness of a monster or demon.
I may steal that second wind one. We'll see. Healing 1d8 is pretty stout in a game like C&C, actually (not that that's bad).
Re: Fate Point Idea
Thror, those are great ideas and sound very Conan.
Bill D.
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Re: Fate Point Idea
C&C Conan has no magical healing. The Second Wind allows for a 'cure light wounds' witout clerics.Lobo316 wrote: I may steal that second wind one. We'll see. Healing 1d8 is pretty stout in a game like C&C, actually (not that that's bad).