Supplement Four
Mongoose
flatscan said:Fate Points are awesome, I love using them in the game as do my players. Again, we're playing it as close to the rules as written with its heavy Howard influence and there are plenty of times you can argue that Conan used a Fate Point to affect that situation in the stories. :wink:
To be honest, it's not the Fate Points that I don't like (I'm in-the-middle about them). It's the silly way characters earn Fate Points. Don't like the Mongoose method at all (otherwise, I'm damn impressed with the rules...but the Fate Point gain system just blows...write down three things that might happen to your character--gimme a break.)
Also, the 2nd edition introduced the idea of player's predicting 3 events in the story, the PC would receive a Fate Point for each of those predicted events that came to pass. It works wonderfully as a quick gauge to see what your players want out of the game.
Yep. That's the part I think is rather poorly written.
If I use Fate Points, I will need a new method for characters to gain them.
I'd rather use a GM interpreted "heroic moment" as an award for an FP than I would the silly method Mongoose describes.
From what I've read, Fate Points aren't really all that powerful. They're hard to get (as they should be), and therefore aren't used a whole lot (PCs hang on to them in case their characters are killed).
And, even when used for the Left For Dead thingy, all it gives the PC is a long-shot chance to be stablized (DC 20 Fort Check).
It seems to me that Fate Points don't have a lot of influence on the game, and the game will be little changed if the Fate Point system is removed entirely.