For Saga of the Splintered Realm, I want a simple mechanic for a fate
point plug in. This would not appear in the core rules, but would instead be
reserved for the campaign sourcebook (book 2). Here are some ideas about this
mechanic (although I’m open to suggestions, as with all things at this point!):
- You earn 1d4 Fate Points every time you level (including level 1).
NPCs and monsters do not have fate points (although it would be worth
considering primary antagonists as being deserving of fate points, too)…
- You spend Fate Points in situations where you really need a good
roll.
- You can use a Fate Point to replace any roll with the best possible
result for that roll (even a natural 1 on an attack). You could only use a fate
point to affect your rolls, not those of your allies or enemies. Examples
include:
- You fail a save and will die from a poisoned bite; a fate point
allows you to make the save with a natural roll of 1.
- You roll a natural 20 to hit with a strike with your 2-handed sword,
but on the damage you roll a 1 on 1d10. You use a Fate Point to take a 10 on
the die, which doubles to 20 due to the critical hit.
- Replace a low roll for hit points (at level advancement) with the
maximum possible result.
You could NOT use a Fate Point to:
- Force a foe to fail a save, miss with an attack, or deal less damage.
- Go back in time. You would need to declare your use of a Fate Point
before any follow up rolls. For example, if you fail a roll to find a trap, you
cannot (after the trap goes off) ask to go back in time and use a Fate point to
avoid that from happening. If you deem that you didn’t roll well to find a
trap, and use a Fate Point to be sure to find it, then you find it if it’s
there – if there was no trap to begin with, sorry… you just wasted a Fate
point.
The GM could award Fate points in extraordinary circumstances, but in
general these would be reserved for when you level.
The drawback is that, while you have Fate points, you are not going to
die by poison, be petrified, or fail a save vs. dragon breath. This makes you a
bit hardier, for sure. However, you eventually will run out of Fate Points, and
luck will eventually take center stage again.
I like the mechanic because it becomes a simple mechanic that puts the
player in positions whereby they have to make difficult decisions in play that
have long-term consequences. Do I accept the botch on the attack roll I just
made, or do I burn a Fate Point to turn this to a natural 20? Can I survive
another round to maybe mitigate this miss, or am I running out of time, and
need to damn the torpedoes?
I especially like how this plays into level advancement. It makes
lower-level characters a bit more hardy (they are not going to automatically
die the first time they are bit by a spider), and odds are good that a
character can level up before (or shortly after) exhausting all fate points.
However, by higher levels, when the rate of progress slows, those few fate
points you get every level are going to have to last a long time, and I would
expect that you’d become more loathe to waste them unless absolutely necessary.
Again, I like the dramatic impact this has on character decisions in play, and
takes the place of such house rules as divine intervention and the like.
I could also see this tying into a subclass option, such as ‘fateful
warrior’ or somesuch, which would allow you to take bonus fate points every
level (by giving up some xp).
Can you use a fate point to make sure you get 4 fate points when you level up? I have terrible dice karma so I am not a big fan of the random amount of coolness mechanics I always get a 1.
ReplyDeleteWarren
Michael, I made a comment on this post the other night. I do not see it on your blog or in Google+. Anyway this was the gist:
ReplyDeleteInstead of creating a new mechanic or attribute (Fate), use an existing mechanic already in the game. If the player wants to change a bad roll or ensure that a roll will be maximized they are in effect changing reality. This could be seen as stressing the powers or balance in the universe or challenging the authority of the Norns (or Fates). After the player chooses to redo a roll or whatever, they make a saving throw versus Death Magic or somesuch. If it passes, they are ok. If is fails, the character permanently loses one point of a random ability or a primary ability if you want to be really tuff. This would still give a player the option but they would be very judicious about using it.