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- This topic has 59 replies, 20 voices, and was last updated 12 years, 4 months ago by Anonymous.
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- October 17, 2013 at 3:26 pm #251457AnonymousInactive
If there are people running around with 50+ or 100+ fate, I don’t think we have a choice other than to say “your fate is reduced to the cap immediately”.
October 21, 2013 at 12:57 pm #251567AnonymousInactiveI’m talking those who may be say 15-20.
John
October 23, 2013 at 4:07 am #251608AnonymousInactiveI would propose that you don’t (completely) screw anyone out of Fate they’ve ‘earned’. Don’t force people to lose Fate due to the cap, just increase the cost to spend it.
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Fate Pool >= 100, cost 5 fate points to get the usual effect of 1
99 >= FP >= 75, 4 to 1
74 >= FP >= 50, 3 to 1
49 >= FP >= 25, 2 to 1
FP <= 24, 1 to 1While in excess of the cap, no Fate may be earned. **************************************You still bleed the excess Fate Points, you just don't amputate it.October 23, 2013 at 4:08 am #251609AnonymousInactiveHonestly, for homeplay you can ultimately do what you want. But for Con Play, you are going to have to be under the Point Cap. How you get there is, ultimately, up to you.
October 23, 2013 at 4:11 am #251610AnonymousInactivethat are that over balanced
*ACK* My eyes are bleeding… A thing cannot be “over balanced”; it is either balanced or not. It can be ‘over powered’, however…October 23, 2013 at 4:14 am #251611AnonymousInactiveI submit the un-winnable fight. HP8, final scene. To me, that is quite possibly the most unbalanced encounter I have ever played in any system.
Really?! Last time I ran that, as GM, I was cheating – badly – and my players still managed to beat the everliving piss out of that encounter…October 30, 2013 at 7:57 am #251854AnonymousInactiveI submit the un-winnable fight. HP8, final scene. To me, that is quite possibly the most unbalanced encounter I have ever played in any system.
Really?! Last time I ran that, as GM, I was cheating – badly – and my players still managed to beat the everliving piss out of that encounter…Likewise, with the exception of the big boss fight in one of the early mods (trying to avoid spoilers but it’s the one with the cold molten lava) my players have cake walked every fight. That includes me trying to be sneaky with them and adding extra combatants/ increases to bad guys HP and skills. Still got to run the final BI though of the crusade.
And that’s with them having a max fate of their fate score (usually 4-5 now). Fate doesn’t feel important if it’s spent on trivial actions and when one of them pops a point you know they are taking the situation seriously.
October 30, 2013 at 8:07 pm #251860AnonymousInactivethat are that over balanced
*ACK* My eyes are bleeding… A thing cannot be “over balanced”; it is either balanced or not. It can be ‘over powered’, however…HA try again, overbalanced, has a similar meaning to unbalanced
November 8, 2013 at 9:59 pm #252086AnonymousInactiveIf you want to see what fate die will turn into when/if we do a 2nd edition of the Arcanis Role Playing Game (also what we will be doing with flaws) pick up a copy of Rotted Capes and read Plot Die.
Just saying

Carry on
November 27, 2013 at 2:53 am #252538AnonymousInactive1) Has anyone else played games with fate/action/etc points? In games where they do not reset every adventure, where you keep track of them like coin, they become a false resource. Some players will horde them, some adventures won’t require their use, some people will use them immediately after receiving them. Once you add in the fact that this is a living/shared campaign where there are many gms with different players every table the numbers aren’t going to match up.
2) Since there is a cap of how many on points you can spend each adventure and a cap on BIs, not sure it matters how many anyone has.
3) Will BIs be toned down now? I feel like the last 2 BIs were built with spending 20+ fate points in mind and I’m wondering if they’ll be toned down for survival sake? I loved when we came up on Uxcy and the cap was removed. It was cinematic and felt good and was all around awesome. But when the cap was removed during a random scene at Origins I felt like the fights had been ramped up to the point where the extra fate point use was required, like we were in some kind fate point Cold War.
That being said I am supportive of a Fate Point cap. Keeps things nice and simple.
December 5, 2013 at 7:52 pm #252810AnonymousInactiveI have another take, that I posted in another thread:
Solve all the Fate Point issues at the same time. What are those issues, you ask? Things like: some GMs being more generous/stingy than others; players ‘banking’ them and/or ‘hesitant’ to spend them, players having X points but can only spend X/3 per module, etc.
For the shared campaign, the solution is simple: every adventure all characters start with a number of Fate Points equal to their Fate Score. Points do not accumulate or carry over. No bookkeeping… No worries about GMs giving too many or not enough…
Let private home games accumulate and carry over (or not, depending on the GM).
December 6, 2013 at 9:06 am #252859AnonymousInactiveI have another take, that I posted in another thread:
Solve all the Fate Point issues at the same time. What are those issues, you ask? Things like: some GMs being more generous/stingy than others; players ‘banking’ them and/or ‘hesitant’ to spend them, players having X points but can only spend X/3 per module, etc.
For the shared campaign, the solution is simple: every adventure all characters start with a number of Fate Points equal to their Fate Score. Points do not accumulate or carry over. No bookkeeping… No worries about GMs giving too many or not enough…
Let private home games accumulate and carry over (or not, depending on the GM).
Like +1
I do agree with this. Nice and simple.
In the last BI of the crusade arc my players spent a grand total of 1 fate point. And that was to wipe some strain even though the combat actually finished the next tick. Most of the time they don’t need it or use it.
December 6, 2013 at 2:19 pm #252860AnonymousInactivemininin, if your players aren’t being challenged, then ultimately, its not a fault of the fate system or the module, but an oversight of the Chronicler .
Arcanis mods, particularly BIs have complex stat blocks in them, and its easy to overlook why or how the combat is supposed to be challenging, the only home game BI ive run is Joppa, but even then I took a significant number of Fate points from my players.
Your goal as a Chronicler is to figure out how to challenge players with the mod. We should probably start a discussion on just that topic, but when prepping you find an encounter that dosen’t seem challenging, post about it on the spoilers board, that’s what its there for.
December 6, 2013 at 2:34 pm #252861AnonymousInactiveIf it appears the characters are walking through an encounter that’s supposed to be challenging, then I just add more ‘challenge’. That can take the form of extra Stamina, another creature coming in, or anything like that. From what I’ve seen players like to have their characters challenged, as it makes for way more memorable adventures than the one where they walked through without trouble.
John
December 6, 2013 at 7:31 pm #252872AnonymousInactiveI agree and I do the same.
The thought process behind my suggestion was basically to eliminate bookkeeping and “level the playing field” due to differing styles of FP allotment from GM to GM across a decent-sized-and-growing shared campaign.
Josh has stated he lost something like 70 or 80 FP due to the cap, due to never having an opportunity to use them en masse because he judged the BIs. Even if I had never played a BI, I never would have had close to that amount because of the way most of my judges gave out FPs (pretty stingily). Plus, when you judge, you don’t get FP – so my secondary character had almost none ‘banked’.
If it appears the characters are walking through an encounter that’s supposed to be challenging, then I just add more ‘challenge’. That can take the form of extra Stamina, another creature coming in, or anything like that. From what I’ve seen players like to have their characters challenged, as it makes for way more memorable adventures than the one where they walked through without trouble.
John
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