HOUSE RULES: Fate Points

I like the advantage system but I don’t really track it very well.  So I am going to keep that system as is and dish out the reward as needed, but since I am inattentive to it, I am reintroducing Fate Points from my previous campaigns (stolen from WFRP back in 1987) as I feel that suits the theme of my homebrew setting much more since its more mythic fantasy (Conan the Barbarian) than medieval fantasy (Lord of the Rings).

FATE POINTS

Fate is the essential difference that marks you as an adventurer, rather than an ordinary run-of-the-mill citizen.  Adventurer characters have a destiny, a mission, a definite goal in life. You may not be aware of what this is. It may not be very glorious, it may not even be particularly pleasant, but you are is marked out by the gods to do it – whatever it is.

Because you are marked by Fate, you are unlikely to be cut in two by the first goblin to swing an axe in your direction – you are marked for better things!  To represent this, characters are allotted a number of Fate Points, which can be used during the game to save them from serious injury or death.    With this option, a character starts with 1 fate point at 1st level. Each time the character gains a level, he or she loses any unspent fate points and gains a new total equal to his (or her) character’s level.

A player can spend a fate point whenever he or she makes an attack roll, an ability check, or a saving throw. The player can spend the fate point after the roll is made but before any of its results are applied.  Spending a fate point allows the player to roll a d6 and add it to the d20, possibly turning a failure into a success. A player can spend only 1 fate point per roll.

In addition, whenever a character fails a death saving throw, the player can spend one fate point to turn the failure into a success.

 

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