Combat Maneuvers: Fate Point use

EvilCoy

Mongoose
Being that I really like the combat maneuvers and have been trying to get my players more in touch with thinking about their possible use in combat, I've started experimenting with the use of a fate point to allow use of a combat maneuver. My methodology so far is that the fate point "buys" one of the prerequisites/helps set up the condition necessary for the maneuver. I haven't decided on what kind of BAB would be limited...i.e. I don't want a first level character performing decapitating slashes. So far, I'm thinking that the use of the fate point would allow use of maneuvers upto regular BAB + 3 or so. Anybody use a similar houserule?
 
Hi there. I don't really use Fate Points for Combat Maneuvers in my campaign, but I can understand why you'd want to use them. I guess I'd ask: what would be the duration for allowing a Fate Point as you describe it? A combat round? The fight? One roll?

Also, if you're looking along these lines, another option might be allowing maximum damage IF the hit is successful (they should spend it before the attack roll, similar to the ability paladins get in DnD-Smite Evil). Actually, along this line of thinking you make the attack bonus equal to the STR modifier or CHA mod or REF mod instead, but to a minimum of +1 enhancement bonus.

Another option might be spending one fate point to allow a re-roll, or conversely adding a bonus of +1d6 to the roll SO LONG AS YOU HAVEN'T FLAT OUT TOLD THEM THE DIFFICULTY. (ala, they roll to hit, roll a 14 and look at you and you ask "Are you happy with that roll or do you want to spend a Fate Point to add a d6 to the total?" Of course, if they've been fighting for several rounds they'd already know the difficulty to hit, so it can be manipulated this way, but all rules are by eager players/mischevious GMs. :twisted: I just think +3 is pretty high as a flat base, but remember, whatever anyone says, it's your game-your group-your world. Whatever you decide, stay true to it and your players will have a fair time. :)

Hope this helps. By the way, these suggestions were posed by our group when we "playtested" the game before I started the group on it's first adventure, but since the basic game book doesn't provide for such options, and knowing my group, I decided not to use these.
 
I like the concept of using fate points to help meet pre reqs for combat maneuvers, but I do not think my players would utilize this option. They hold on to their fate points like they are money. I guess I have sent them against one to many over powering foe and that 'left for dead' thing is more powerful than the combat maneuvers.

I would say just be patient and your characters will start using combat maneuvers. My players didn't at first either, but they are starting to make their feat selections to utilize the maneuvers, and it is starting to add to the fun of combat.
 
Bregales said:
Also, if you're looking along these lines, another option might be allowing maximum damage IF the hit is successful (they should spend it before the attack roll, similar to the ability paladins get in DnD-Smite Evil).

Er, the Conan RPG already provides for the expenditure of a Fate Point to enable maximum damage, AFTER the attack roll - it's called Mighty Blow. So what are you saying? Why would someone want this lesser version (maybe to not break their weapon?)?
 
slaughterj said:
Bregales said:
Also, if you're looking along these lines, another option might be allowing maximum damage IF the hit is successful (they should spend it before the attack roll, similar to the ability paladins get in DnD-Smite Evil).
Er, the Conan RPG already provides for the expenditure of a Fate Point to enable maximum damage, AFTER the attack roll - it's called Mighty Blow. So what are you saying? Why would someone want this lesser version (maybe to not break their weapon?)?
Well, 2 things: I was wiped out when writing, and I'd just played Deadlands which uses poker chips in a way similar to Fate Points but allows options such as I gave; and two-I said I don't use any of these myself, was just posting other things for the guy to consider. It was 90 degrees Farenheit so I didn't have the patience to look up Mighty Blow - I was thinking of it, but suggested a less harsh version where didn't have to break weapon, based on the original post looking for ideas. But I think you're right, should just stick with Mighty Blow.
 
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