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| kronovan |
Posted: Wed Nov 07, 2012 7:11 pm Post subject: [Rules Questions] Midgard-Northlands Fate Afflictions? |
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Joined: 07 Nov 2012 Posts: 13
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Hello all, my 1st post here. I recently acquired the Northlands and Midgard settings as well as the Midgard Bestiary.
I noticed the section in chapter 5 of the Northlands setting book on Fate Afflictions. Having read through it 3 times, I must say I just don't get them or see their value. I'm well aware of the workings of PF afflictions and know what Hero Points are, but I also see references to Fate Points in that section and I haven't got a clue what those are?
From what I read of those rules, a player can spend a Hero Point to gain a fate affliction, but as to why they'd want to spend a very valuable point on such a thing escapes me. The payoffs, which appear to me to be in the 'Cures', just don't seem to be worth it. I'm a big fan of grittier and more epic, story-heavy adventuring, so I really like the idea of these and can imagine a lot of possibilities with them, but I can't see my players liking the idea much.
I should probably mention that I'm adapting the setting to the True20 system, where the equivalent of Hero Points (Conviction points) is a very key component of the system - i.e. they're not really an optional play mechanic like hero points in PF. I'd love to tie Fate Afflictions in with the conviction system, but I know they'll go over like the sole of a Jotun's boot if I ask my players spend a single point on them. Did I possibly read these rules wrong; i.e do player get hero points for seeing the affliction through as opposed to having to spend them on it? |
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| Mjodr |
Posted: Thu Nov 08, 2012 3:37 am Post subject: |
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Joined: 17 Oct 2012 Posts: 33
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Voluntarily accepting fate is a good way to find favor with the Norns. It also states many creatures look favorably upon fateful adventurers, partially to get rid of them from thir territory faster.
Above all, looks like much of it is flavor and storytelling. The big bad escaping to meet you gain one day. |
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| kronovan |
Posted: Thu Nov 08, 2012 7:28 am Post subject: |
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Joined: 07 Nov 2012 Posts: 13
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| Mjodr wrote: |
| Voluntarily accepting fate is a good way to find favor with the Norns. It also states many creatures look favorably upon fateful adventurers, partially to get rid of them from thir territory faster. |
Oh I did get all of that from my read through and I can where that can really enhance a campaign. My players are used to campaigns being tied to a reputation system and adventure hooks and NPC's that draw upon it, so the bare bones of this are a very good fit for our table.
What I don't understand about it is what the "Fate Points" mentioned in "The Sense of Fate" and "Fateful Enemy" paragraphs are? I also don't understand why players would spend a hero point upon taken on an affliction? To me the complications presented by the affliction seem penalty enough let alone having to spend a point on them. |
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