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It otherwise would have connected and done damage... you saw it was coming and knew you had to do something to stop it. It doesn't 'feel' like a reversal of the success of the attack. Fate points... at least the way I've seen them used... seem to turn that 'hit' into a 'miss' for no in game reason at all. I don't like that reversal. If he were to spend from the 'luck pool' to boost his chance of a successful parry... I'd be fine with that idea. It's a personal gripe... a fine line... I don't claim to be logical. Quote:
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If it's the first day out and you get into some dumb fight with a street vendor and you fall on your sword... it's comic relief... that character was a red herring in the story... never meant to be the 'big cheese'... write him off and make up a new one. Kind of joking there... just kinda. Quote:
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I think the main thing I wanna keep is the feeling of danger... If I've got a pool of points that I KNOW allows me to do any dumb thing, see what happens, then reverse the outcome... I lose that sense of risk. If I've got a pool of points that increase my chances of succeeding/surviving... but still with a leaves potential for disaster danger... then I still keep the feeling of risk. Last edited by Simlasa; January 7th, 2008 at 06:49. |
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Just one roll of 'Defence' ability, I think, but xPOW spent on it (decided before rolling). If it comes up, the damage is reduced by 10 (20 for special) (or some other sort of bonus for non-damaging deadly stuff?). A 'lucky escape' would normally be interpreted as riding the blow, involving a 5ft knockback, or possibly the shot hitting that bible/flask they always carry in their breast pocket... But not going back in time and changing things that had already 'happened' (i.e. been rolled). Because, yes, it's all about how it feels. Is that ok? Absolutely. |
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All the examples I have seen in RQ and BRP books have the attacker roll first.
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But the "bang your dead" thing isn't just confined to ambushes. There are quite a few times when things could happen logically, but don't due to some funky way that the rules work. For instance, in the game leather armor will never stop a dagger. A character can never get grazed by a bolt action rifle (30-06/7.62mm that rolls 2D6+4 damage), for 1 point. Or get up from a fall unscathed. Or that a man can't hit a beat without getting an autokill. Or a blunt weapon inflicting no damage on an unarmored man. In real life, all these things happen. They can't in the game due to the way dice work. Luck points can help address a flaw in the game. Every couple of years there is another story about some sky jumper whose chute doesn't open and he somehow survives the 20D6. There is no in game reason for that to happen in BRP, but there are some real life reasons that account for it. Since the game can't model everything, something like luck points help to do so. Quote:
But in an established campaign, it can be worse than funny. What if Aragon tripped over his sword one night while his army is under siege. He isn't doing anything big at the moment, but is he skewers himself tonight, he won't get the chance to reach the big dramatic moment. Quote:
And I thing the "economy" of such points is the kay factor to making them work. Too many and the game loses any challenge. Too few and the players probably won't have them when they need them. I also prefer a system where the points get used up and must be replenished somehow over systems where the points are automatically refreseh each session or adventure. It makes the players less likely to "make sure" that they use up all their points, before they "lose" them. Quote:
I agree. That is why I think not all "Hero Points" are created equal. My absolute favorite method is the Hero Point system from Bond. 1 point shifts the quality rating (think success/failure level) by one step. Bond also had 4 quality ratings rather than three success levels. What that did was make it progressively harder to negate a good roll, or to force a good result, but fairly easy to tweak reality a little. Changing the equivalent of a critical to a miss required 4 points, and this in a game where Bond has 13. Bond also limited the points. Once spent they were gone, at least until you earned some more. Every so often a character would build up a handful of points and feel a bit cocky, but it was fun because we all knew it wouldn't last for long, and one the points were spent it was back to normal. SO if the player wanted to rush across an open field while some goon sprayed .50 caliber bullets at him, well, he'd would be doing it again any time soon. If he pulled it off.
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Perhaps if you wanted to use MPs as fate points you could do a Marvel Supers FASERIP style "I will make a special" type system.
You declare before an important roll what kind of success you want to make, then roll the dice, for each 10 points you miss by you spend 1mp, and even if you succeed you spend the minimum 1mp for the roll. |
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