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- September 28, 2013 at 6:37 am #150132AnonymousInactive
With a new forum comes a new official ruling for the Legends of Arcanis Campaign.
For those of you who don’t know, I’m Anthony Nijssen, the current Interim-Campaign Director of the LoA Campaign. This is my “official hat” account. Anything posted under this account falls under the auspices of official statements that do affect the campaign. Anything posted under my other account (Njal val’Assante) are personal thoughts, random comments, etc…, all of which may be taken with a grain of salt and debated ad nauseam as we are prone to do as Arcaniacs.
With that in mind, I introduce the new Fate Point Cap.
The amount of Fate a character can have at any given point will max out at their Fate Score x 3. Since the Fate Score is determined by your lowest Attribute, this means that most players will have a Fate Cap between 6 and 15, plenty of Fate to play with.
Please take this in the spirit it is intended: To enhance the fun of the game. Players, please try and spend your Fate points to make the games more interesting and fun for everyone. GMs, please remember to reward players for good roleplay, good teamwork, and for anything else they do that makes the experience of yourself and the other players more enjoyable.
September 28, 2013 at 7:57 am #251139frootsnaxParticipantHuhn. Okay. …Eisener would have a max fate of 12. He’s rarely (if?) ever been above that so it doesn’t really effect him or me (Tukufu caps at 9 which still doesn’t seem like a problem). But I’m curious what the internal logic is for creating this fate cap. Fate already “recycles” between Teirs (ie “you can’t take it with you”) and you can’t spend more in one round of play than your Fate score.
So I’m curious, why does the campaign think its a problem if I somehow bank 20+ fate points? If there is an underlying goal can I ask what it is? Either so I can better support it or if I disagree with it at least start a conversation about it? At a guess I suspect that either there is a descepancy between how much fate judges are giving out and/or campaign trying to encourage players to engage in a more swashbuckling style of game play? If so my free advice is to either put guidelines in modules for possible fate awards or just not worry about it and let players run their PCs the way they want to (quiet bookish investigator who eschews being flambouyant?…not what I’m currently playing but as fine by me as the that guy over there talking trash and swinging on chandeliers).
Or am if off in my guesswork? Is a surplus of Fate somehow causing problems that I am not aware of?
Thanks for any clarifications!
Eric Gorman
September 28, 2013 at 8:27 am #251141AnonymousInactiveI know at the last BI I heard at least one guy bragging about dropping 20-30 fate without running out. Generally speaking though, I agree that it sounds like a non-issue.
September 28, 2013 at 2:49 pm #251142AnonymousInactiveI recall hearing of someone with over 50 Fate points at Origins (not sure if he was there, but that is where I heard of it). This greatly affects what those players can do at Cons compared to those who had less-generous GM’s.
Basically, you cannot really police GM’s who give out fate, but you can limit how much a player has at any given time. This way you also encourage people to ‘use ’em or lose ’em’, which can make for more entertaining games.
September 28, 2013 at 5:17 pm #251144AnonymousInactiveLet me try to explain to the best of my poor ability.
First a correction:
Fate already “recycles” between Teirs (ie “you can’t take it with you”) and you can’t spend more in one round of play than your Fate score.
Actually, this isn’t the case. The actual text reads: “[T]he Hero gains a number of Fate Points equal to his Fate Score at the start of each Tier of Hero advancement.” (A:RPG, pg. 320) Fate points to do not reset. Rather, you get an additional amount equal to your Fate Score when you reach a new Tier. It’s intended to top you up and let you do more cool things, instead of being a reset button.
For the people who are using Fate as it is intended (spending and receiving a couple points each mod, the net gain or loss never more than -2 to +2) this is a non-issue as you have already pointed out. You will likely never reach the cap, nor will you ever run out.
That said, then there are the other cases: As acurrier and Nierite both mentioned, there are those in the campaign who end up with not just 10s but 100s of Fate Points. There are GMs who just give 5 away at the end of every module to every player, just for being there. And in an average module, with the limit on how much Fate can actually be spent, it’s also a non-problem. But when it comes to big events, where we will often remove the limit on points being spent, and some people have 100+ Fate to spend (and yes, some people did), it can be a game breaker. We don’t want to have to counter that by Fate-locking climactic battles every time.
To your specific suggestions: We considered guidelines in modules, but rejected it for a couple reasons. First, it puts more effort in for writers and editors, and we’re already having trouble getting both. Trying to anticipate not only what the players will do, but how they will do it adds a lot of complications and makes modules sizeably larger since each case would have to be handled individually (i.e. something that is Heroic in one module might not necessarily be in another depending on circumstances). Second, putting guidelines in modules would have a lot of Chroniclers thinking “Oh, I can *only* give Fate out if they accomplish exactly this”. It’s similar to the problem we’re having with experience points, where some GMs feel they have to accomplish the letter of what we put in, and some just give all the experience regardless of whether the players actually followed the plot or just blundered around it ignoring the story hooks.
In regards to PCs running them the way they want to, absolutely we want that: But a quiet bookish investigator can use Fate points just as effectively as a flamboyant duelist (Fate point: Do the Impossible to randomly select the exact right book off the shelf while researching in a library? Boost an attribute to easily make a logical leap that would otherwise have been a very difficult roll? I can think of other examples if you like).
September 29, 2013 at 9:16 am #251149frootsnaxParticipantCool. That makes sense to me!
October 6, 2013 at 7:16 pm #251253AnonymousInactiveI can understand the proposal somehow, may I make the suggestions to say it is the highest plus the lowest attribute? With this, most people, who want to have a low attribute (and maybe not for minmaxing) get a double hit. Feeble attribute, or just staying at 2 isn’t worth it at all, as the penalties get too high. Just my thoughts when I read about the fatepoint cap.
October 6, 2013 at 8:23 pm #251254AnonymousInactiveIn defence of the suggestion: Flaws are flaws for a reason, they are supposed to hurt. If you consciously min-max in a game seemingly designed to punish min-max’ers (not sure if it was consciously designed as such, but that is my view), then you get the penalties that go with it.
October 6, 2013 at 9:11 pm #251256AnonymousInactiveI have to agree with Cody, low stats and flaws are supposed to hurt. I play a shaman with an avoidance of 14. Trust me it hurts every time the mobs swing in my direction. But I knew that going in. I surely don’t expect fate to save me
October 8, 2013 at 2:32 am #251272AnonymousInactivehey they are being nice
I wanted the cap to be your fate score…. use it or lose it.
October 8, 2013 at 11:32 am #251276AnonymousInactiveI know at the last BI I heard at least one guy bragging about dropping 20-30 fate without running out. Generally speaking though, I agree that it sounds like a non-issue.
This is easily addressed by saying “Fate Spending Caps are in place for the BI”.
John
October 8, 2013 at 11:34 am #251277AnonymousInactiveI recall hearing of someone with over 50 Fate points at Origins (not sure if he was there, but that is where I heard of it). This greatly affects what those players can do at Cons compared to those who had less-generous GM’s.
Basically, you cannot really police GM’s who give out fate, but you can limit how much a player has at any given time. This way you also encourage people to ‘use ’em or lose ’em’, which can make for more entertaining games.
There is still a Fate Spending Cap. Even if someone has 50 Fate, they are limited to generally 3-4 spent per adventure, which should put them on even keel with most other players at the table. If a player is running a deficit of Fate or finds themselves spending more Fate per adventure than they are getting all the time, that sounds like a local gaming group issues.
John
October 8, 2013 at 11:45 am #251278AnonymousInactiveI would also recommend this be based on a different number than your “lowest attribute”. The “Lowest Attribute” is already a good limit on how much Fate you can spend. It makes sense from a story perspective: A hero might have a lot of fate on his side but his limitations mean he is only able to call on it a limited time.
However, a hero’s “Total Fate” should be based on the things they are ‘great at’. If you’ve taken the time to ‘train’ and improve yourself, Fate should more apt to smile on you. Fate helps those that help themselves.
While choices should have consequences, trust me, low attributes already have so many consequences that another one isn’t really doing anything other than encouraging no one to have a low stat for any reason, which seems to go against the ‘intent’ of the game’s attribute system of realistic heroes. If everyone has a minimum of 3 or 4 now just so they can have 3-6 more fate points, I think we will see a dilution of ‘flawed’ characters going forward.
John
October 9, 2013 at 3:06 pm #251305AnonymousInactiveI strongly feel that removing the fate spending limit during BIs has been important for spending fate. As I have judged during the last couple of years BIs, my main character has a surplus of fate points (as I tend to be a hoarder, and have a lower fate spending cap ,3)
I take it as a point of pride that during BIs I’m really good at taking fate points away from players.
so part of the problem that we are addressing with a fate point cap is that people have too many fate points, but the flip side of the problem is that chroniclers might benefit from some official guidance on how to give those points out, every judge has their own particular style, and for the most part they are usually pretty good (and I dont think this thread would benefit from everyone’s suggestion on how this should be done) but think a short guideline would be great, maybe even if it made it into the boilerplate?
October 10, 2013 at 2:39 pm #251331AnonymousInactiveI guess I’m just trying to understand how this change affects anything other than BI’s? And if it’s the amount of fate being spent in BI’s, the limit would help.
In normal adventures, with a Fate Limit, players with 20 Fate or players with 5 Fate have the same cap limit (Lowest Attribute). Assuming that GM’s are giving out Fate according to guidelines set out by the books, PCI staff, and campaign GM’s who frequent the boards, the only change is that players at their Cap may lose out on earned fate during an adventure.
Let’s look at both current and proposed with a cap limit of 3 (for simplicity)
Current System:
Player A: Starts with 20 Fate. Spends 3 Fate in the adventure. They earn 4 (due to great RP and a tough adventure). Net: +1
Player B: Starts with 4 Fate. Spends 3 Fate in the adventure. They earn 4 (same reasons). Net: +1Proposed System:
Player A: Starts with 9 Fate (Low Stat of 3). Spends 3 Fate in the Adventure. Earns 4 (same reasons). Net: 0 (1 Fate is ‘lost’)
Player B: Starts with 4 Fate. Spends 3 Fate in the Adventure. Earns 4 (same reasons). Net: +1 (under cap)Are there really that many players out there with such low Fate due to GM’s not giving them enough in every game they play to cause a potential loss of Fate for others? Is the goal just that everyone has the same amount of fate when it comes to a BI? (Eventually everyone will get to their Fate Max during adventures since it’s pretty low).
If the reason is wholly in-game, that’s fine and I can’t really ‘debate’ those reasons. I’m just trying to understand the sudden change for out-of-game reasons better.
John
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