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Post by bestialwarlust on Jun 14, 2011 11:07:45 GMT -6
So over the years of gaming there's always complaints about save or die with poisons and such. Many games have implemented hero points, fate points, etc. I've explained to my group that we don't need that as D&D has this built in with the saving throw. Yes it sucks that the poisoned needle is filled with a deadly poison (whatever the case maybe) you should have died then, but instead you get one more chance roll a save and you make it. The evil wizard hit you with a fireball and you just take xx amount of damage, but you can try and dodge out of the way (kind of like they do in movies when defying the laws of physics people out jump, run, etc... fiery explosions) roll a save. I feel my interpretation maybe a good call based on how it was said that Arneson handled saves in his game odd74.proboards.com/index.cgi?board=general&action=display&thread=5919So am I off base what do you think about saves vs fate points
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Post by Deleted on Jun 14, 2011 12:02:40 GMT -6
It seems to me you have a pretty good grasp of the concept of saving throws. Basically, when every other possibility has been exhausted, saving throws are the final chance for Luck to be Lady, for Fate to intervene, or as Spock would say for "random forces to operate in your favor."
Saving throws are the banana peel on the sidewalk the player slips on, causing the fireball to pass harmlessly overhead. Saving throws are the Zippo lighter in one's breast pocket that keeps the bullet from a thug's pistol from going through the heart. Saving throws are ... well, you get the idea.
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Post by howandwhy99 on Jun 15, 2011 13:58:30 GMT -6
By-the-book, Saving Throws are rolls to avoid fate, or IMO they determine either a benevolent or malevolent fate in a dangerous situation. The only times one doesn't roll is when fate is unavoidable. That's pretty much how dice rolling and non-rolling in the entire game work. Partial effects on a successful save are a type of unavoidable fate. In the case of poisoning, your body fights it off or you die. Thankfully, there are many obstacles in place in the game for poison use.
Fate points allow one to pay off fate and thus avoid it. Results are not left to chance. The player pays off "the gods" or however it is explained and the PC avoids the effect. How fate points are earned is a big part of the game, if you include them.
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Post by Deleted on Jun 15, 2011 14:47:43 GMT -6
I've played in games that used them, mostly non-fantasy RPGs, and I have no problem with them. I think they are most useful in games that don't have "raise dead" or "wish" (et al.) included in them. Besides, I like chance and see it as a big part of the fun of the game.
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Post by kenmeister on Jun 16, 2011 9:42:57 GMT -6
I've used such points in the past, allowing a reroll or a hint for its usage. I gave them out based on who brought snacks (for everyone) to the game.
My favorite example was during Abduction of Good King Despot when the party was facing Orcus. The party assassin had a scroll of teleport, and the usual 75% (or so) chance to succeed in casting it. He failed the roll, used his last fate point ... and failed again.
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Post by Deleted on Jun 16, 2011 10:27:10 GMT -6
I gave them out based on who brought snacks (for everyone) to the game.. Ah! Now THIS even I could get behind!
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