I sent my CK the rules that Savage Worlds uses for their version of Hero/Fate/Action points, which they call "Bennies."
Here is how I suggested those rules would work:
• Every player starts out with three at the beginning of the session.
• Each point can be used as a re-roll, taking the best roll in the end (they allow you to use as many as you want on one roll). This can only be used for state rolls (or "Attributes" in C&C) and not damage or rolls on random charts.
• Or you can use a bennie to "soak" damage, but how this could work is give you a +5 hit point boost (sort of like healing surges in D&D 4th ed.).
How you would get them is through good roleplaying, doing something awesome.. (they have a list of things, but I forgot all of the stuff). what I like about this is that you get a special reward for roleplaying or doing awesome things in the game, as opposed to just plain old XP, which you get for overcoming obstacles anyway. So, it's like throwing a player "dog treat" to reward that kind of stuff (I am sure most of you have read games with plot points, fate points, etc.).
I think regardless of how many you have racked up in the previous session, you still only start with three each session (or was it adventure?).
What are other people's thoughts on this?
Using the "Bennies" rules from SW for C&C
Re: Using the "Bennies" rules from SW for C&C
The Castle Keepers Guide actually has a couple variant options for things like this. I am a bit partial to the Fate Points option it describes and use it in my games and use it as written for the most part.
I also did pretty much the same thing with the Pathfinder Hero Points system they introduced, before I got tired of Pathfinder.
I usually very much like the fact that players can spend them to stabilize themselves from dying, and would recommend that as a use. (Maybe spending two points to stabilize from dying.)
I also did pretty much the same thing with the Pathfinder Hero Points system they introduced, before I got tired of Pathfinder.
I usually very much like the fact that players can spend them to stabilize themselves from dying, and would recommend that as a use. (Maybe spending two points to stabilize from dying.)
Re: Using the "Bennies" rules from SW for C&C
I saw those rules and we currently use the "Fate Point" system. But I like how you can gain more points throughout the game without waiting for the next level.
Re: Using the "Bennies" rules from SW for C&C
Thats pretty easy to add to Fate points with a house rule. No real need to graft a second point system on, if your already using one.Cooper wrote:I saw those rules and we currently use the "Fate Point" system. But I like how you can gain more points throughout the game without waiting for the next level.
Re: Using the "Bennies" rules from SW for C&C
I was really concerned at first about a "get out of death" free card at first, but I realized something: zero hit points is not the end. To me it just means you lost and have been taken out of the situation as far as free will is concerned.
If I was running a game and the player was not being dumb and it did not seem thematically appropriate to the story to die, then just use that opportunity to cause more complications to their life. It seems from all the trouble that our characters have gotten into, my CK agrees (shaking fist in the air)
But, we have bad habits of rolling poorly. So, those re-rolls really help (lol)
If I was running a game and the player was not being dumb and it did not seem thematically appropriate to the story to die, then just use that opportunity to cause more complications to their life. It seems from all the trouble that our characters have gotten into, my CK agrees (shaking fist in the air)
But, we have bad habits of rolling poorly. So, those re-rolls really help (lol)
Re: Using the "Bennies" rules from SW for C&C
and now that i have reviewed the rules again (my CK loaned me that book, which is HUGE) I think you are right about that.
But, some of the things that the Fate points cover could be solved with just running games differently. Take for example the part where you can get a clue about stuff when you are stuck. Well, as a CK (or GM in general), you need to have some sort of contingency plan anyway if the players have poor rolls or just not thinking correctly to be able to move on.
I know 4th Ed is a dirty word around here, but there was some awesome advice on these things in their essentials books. Especially the skill challenge section mentioned that after going through all the trouble to gather clues and they still fail, then just have them find the clue... but make life more complicated for them since the failed.
I personally feel more books need to have advice like that instead of rules to compensate for good GMing. Pathfinder is really bad about the later. BUT, my concept earlier about whether to kill a pc or not is actually covered at the end of the section in the CKG that covers Fate and hero points. good stuff!
But, some of the things that the Fate points cover could be solved with just running games differently. Take for example the part where you can get a clue about stuff when you are stuck. Well, as a CK (or GM in general), you need to have some sort of contingency plan anyway if the players have poor rolls or just not thinking correctly to be able to move on.
I know 4th Ed is a dirty word around here, but there was some awesome advice on these things in their essentials books. Especially the skill challenge section mentioned that after going through all the trouble to gather clues and they still fail, then just have them find the clue... but make life more complicated for them since the failed.
I personally feel more books need to have advice like that instead of rules to compensate for good GMing. Pathfinder is really bad about the later. BUT, my concept earlier about whether to kill a pc or not is actually covered at the end of the section in the CKG that covers Fate and hero points. good stuff!
Re: Using the "Bennies" rules from SW for C&C
I totally support this. Especially if hte players role play the search... it's supposed to be FUN not a math exercise.... the skill challenge section mentioned that after going through all the trouble to gather clues and they still fail, then just have them find the clue...
Welcome to the Crusade! Digging the avatar too. Nice Helmet
Yeah, the CKG really is very good. and importing Bennies would work fine too, I think. whatever works for you.
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