Players start the game with 1 Fate point, and can gain them through particularly spectacular, or brave decisions. They are incredibly rarely acquired (as an example, in my current campaign my PCs are level 4, and only 1 player out of 5 has gained a new Fate point during their adventures).
Using a Fate point allows a player to change any single D20 roll that affects their character into a 20, or a 1, after which it is spent.
In the event that the roll is an attack roll, it will count as a normal hit, not a critical hit.
We use Critical Success and Critical Failure for ability checks. If Fate is used for an ability check, it does count as a Critical.
Gaining Fate Points
To gain a Fate point requires the player to commit some kind of astonishing action (without using any other Fate points). It must meet the following criteria:
The player must have made a decision (not a roll) about how to act, e.g. they choose to hold open a gate for escaping villagers to flee through, exposing themselves to an enemy mage
The act must be line with the character's established personality and alignment. Fate can be gained for any alignment, but an Evil character will not gain Fate by swinging over a canyon to rescue an orphan, but they could gain Fate by tricking a friendly NPC into handing over an item she wants before pushing them into the lava.
The act must have involved some element of risk. That might be taking damage, a secret being discovered, loss of wealth etc. Fate should encourage players to risk some aspect of their character's life in order for another gain that's in line with their persona.
This rule allows me to put in high level threats that the PCs can then escape from, and allows them to do cool stuff that you see in the movies. When a player spends a Fate point it should feel like a big moment. My current players only have a single Fate point between them.
This is not a rule for those that want the dice to rule the game. It is a rule for those who are more interested in telling the story, so if that's not your bag it won't be for you.
Sounds pretty interesting.... it's definitely something that should be incredibly rare. Although I feel like that might be something that, if I ever got one in a campaign, I'd never actually use since I"d be so afraid that I'll need it more at some other point.
I use a house rule called Fate.
Players start the game with 1 Fate point, and can gain them through particularly spectacular, or brave decisions. They are incredibly rarely acquired (as an example, in my current campaign my PCs are level 4, and only 1 player out of 5 has gained a new Fate point during their adventures).
Gaining Fate Points
To gain a Fate point requires the player to commit some kind of astonishing action (without using any other Fate points). It must meet the following criteria:
This rule allows me to put in high level threats that the PCs can then escape from, and allows them to do cool stuff that you see in the movies. When a player spends a Fate point it should feel like a big moment. My current players only have a single Fate point between them.
This is not a rule for those that want the dice to rule the game. It is a rule for those who are more interested in telling the story, so if that's not your bag it won't be for you.
Sounds pretty interesting.... it's definitely something that should be incredibly rare. Although I feel like that might be something that, if I ever got one in a campaign, I'd never actually use since I"d be so afraid that I'll need it more at some other point.
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Agreed with TransmorpherDDS, though if they are that rare then I think it should be a critical hit or success. Just my opinion though.
I would probably never use it to, except in the big boss fight at the end of the campaign.
Also, is there a limit to how much Fate Points a player can acquire (like Inspiration, you can only have 1 at a time)?
I love the idea of an Inspiration on steroids!
D&D is a game for nerds... so I guess I'm one :p