My Tech-Priest has 7 Fate Points (all of them earned fair and square through hardships and terror). But I seldom need to use any of them. Not because the adventures are easy, or that i am particularly lucky with the dice. Its all about thinking before you act that makes the difference. However i would frown upon a GM who would "cap" my hard earned fate points. I like being the Omnissiah equivalent of Jesus Christ. XD
The dreaded 6 fate point character
Arioch said:
Just a short note; I play DH with only two players. I have found that around 6 FP is a pretty good thing if you want them to be able to face difficult situations. Especially those from the published scenarios. 2 PCs will be undermanned, outgunned, and surrounded in pretty much every fight they end up in. And they also lack enough diversity in skills in order to cover such aspects as; Combat, Investigation, Knowledge, Psyker, Sneak, Tech, Social within just two characters.
On average they burn 1 fate point each scenario we have put them through.
Actually sounds like a good solution to the problems posed by using such a small party in this system.
Total fate points in the cell should be between 9 and 15?
Also, our group ruled you can use a fate point to snap out of the effects of fear after 1 round. You still take the insanity and corruption for failing the test though.
This was after the arbitrator spend 5 rounds frozen by a bunch of shale crows, while spending both fate points on rerolls for the fear check.
LeBlanc13 said:
Has there been any discussion of taking the luck out of creation.
A point buy system may work in the game. Has anyone tried this?
i dont know about a point buy system but i give my plaers the option to roll their stats or take the average 2d10 of 11
no one yet has turned down the gamble, and most have rolled less than a 11 too
i GMed underpowered acolytes