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Fate Points

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Druss_the_Legend:
Not a new topic here but...

 :o In my campaign I use a limited number of fate points as a buffer to protect my player's characters.
 8) Each player starts with one or perhaps two Fate Points.
 8) These can be used to reroll one dice roll that effects the character.
 8) These are not to everyones tastes ad they can lessen the sense of danger a player has while adventuring.
 8) I have had a request by my players to award one Fate Point to one character at the end of each session.
 8) Interested in what other GMs use to mitigate poor rolls by their players and how frequently they use these buffs to dice rolls.
 :o The request from my players seems reasonable, I just want to preserve the feeling of danger in my campaign without making the game 'easy' mode.
 :o An important consideration here is how often, if at all these Fate Points are replenished. My initial though as at each level up however the leveling up is a long way away in rolemaster.

Cory Magel:
I only allow Fate Points to be used to re-roll a roll that would result in sure death.  So, obviously death crits is, by far, the most common use.  There are certain situations where I might allow them for something like missing a jump where the fall would be instant death, or maybe a lethal poison resistance roll, or things along those lines.  I do not allow them to do things like re-roll or add to an attack.  They exist to mitigate random deaths.  They are to save you, not make you more powerful.

As to how to 'replenish' them? Firstly I'm a fan of both sides playing by the same rules... so my important bad guys get them too. This saves an important NPC from getting one shot upon first meeting and ruining a bunch of plot I have lined up. However I do this not just because 'that's fair', but rather because when you force someone to use a Fate Point, you get that Fate Point. So players are often happy about the fact that their 100 E crit didn't result in a certain foes death, but rather provided them with a Fate Point.

It can also be a bit humorous when something like a wuss goblin takes a Fate Point from a player. Not only do the PC's try to get that Fate Point back (which would pretty much be sheer luck) but it's also funny to imagine some 1st level peon running around the world with a Fate Point.

When done I'll use one of two different starting methods. One was each player got 5 points and that's it. The other was a party pool of 3 per party member. Just depends on how your party feels about each.

Using the only replenishing method of having to take them from foes has never resulted in someone running out. One unlucky player got close, but never did. Two thoughts on that are... they will eventually run out, because it partially depends on you providing foes with Fate Points that can be taken and the PC's will fight plenty of foes with none. However, as the party gets higher level they should have more methods of saving themselves or each other.

Spectre771:
At PC creation, I roll D4.  1,2,3 = 1 Fate Point. 4 = 2 fate Points.  Any player can use a FP at any time for any roll.  Often used to save another PC from death, once to re-roll a spectacular fumble that would have prevented the PC from attempting the same skill for a long, long time.  (The roll was worse than -176.)

At the end of a campaign, I award 1 FP to a random player, but that's the max.  1 FP per session per player is far too many FP in the world.  If there are going to be that many FP given out, as the GM, I would just fudge every death crit so it doesn't kill a PC and eliminate the need for FP.

RM is gritty, challenging, deadly.  The crits are the exciting element I love about combat.  Too many FP loses the sense of danger, players tend to care less about the actions of their PCs, parrying no longer figures into tactics and combat and the crits no longer have any "teeth" to them.

 "Why parry?  If I die, I have a FP."

I want the players to care about their PCs.  I want them to have invested some of themselves into the PC, but rolling up a new PC is fun too. Then again, I love playing Diablo 3 and 4 on hardcore mode. :)

* - Of course, this is all just my opinion and how we run our sessions.  The players like it so we stick with it.

Cory Magel:

--- Quote from: Spectre771 on February 15, 2024, 03:51:04 PM --- "Why parry?  If I die, I have a FP."
--- End quote ---
That's exactly how you quickly run out of Fate Points.

pastaav:
The quickest way to run out of Fate Point is characters picking too hard fights. The Fate Point can help you with unlucky dice, but won't save you if you stay fighting too long in dangerous circumstances, but they might allow you to disengage from hopeless fights if you take hint and leave early enough.

From another perspective keeping the Fate Points rare is IMHO essential. Awarding lots of extra Fate Point creates the risk that some player can stack so many that they can only die from concussion hits...but their combat ability will be so crippled by penalties that you get into Monty Python land when nobody can land hits anymore.

As for the idea of renew Fate Points at level up, but not allow the exchange of talent points. I could imagine this kind of setup working if you are running a high combat game...but there is some risk for the classic one-encounter-too-many conflict between GM and players. Players might not have any real reason to be be angry if you overwhelm them with enemies, but expectations of always having Fate Points can change perspectives.

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