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Old 11-24-2008, 04:58 PM   #19
RedMattis
 
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Join Date: Jun 2006
Location: Sweden, Stockholm
Default Re: Criticism for my Plot Point System? Please.

Quote:
Originally Posted by Randover
Magic already has some other rules regarding succes and failures and there critical levels (For example luck is forbidden with magic). Plus in thaumatology you can use optional rule to power spell with CP.

So how does Plot points work with magic?
Well, Fate Points generally work as:
1 point: Minor Edge (Hitting with the difficult shot, surviving the stab-wound...)
2-3 points: Notable Edge (Getting a bonus for an entire scene, guaranteeing survival in a limited way...)
4-6 points: Significant Edge: (Guaranteeing survival for an entire meeting, coming back from the dead)

If the spell is extremely risky, but very powerful, I'd simply require more Fate Points to let the players use it.
Same thing as if a player asks if he can have a silver-loaded gun when they face a werewolf. I'd say: "Sure, 5 Fate Points" (or some other value higher than 2), and in my decidedly deadly setting the Heroes rarely want to run around without a few spare Fate Points to avoid having their face turned to paste when a vampire kicks them in the face. (Specialists are often not even there in the first place (Professor Types), or competent enough to dodge, or creatures such as vampires themselves, and can somewhat often deal with it without Fate Points)

Points is: Fate Points are like the old rules for spending Character Points to do things such as reducing damage from an attack to 1 via the Flesh-wound rules (Obviously replaced by my version in the Fate Points system, but it is a matter of taste)
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