But, there is a catch. I'm also a fan of roll 3d6 and am getting a bit sick of modern games over emphasising abilities/attributes (It's the shadowrun 3ed in me). So, there is a cost, the more blessed you are with abilities, the lass fate points you get.
Starting Allocation of Fate Points:
Characters begin with one or more Fate Points based on their net ability bonuses/penalties. The player should record their character’s allocation of Fate Points on their character sheet. To determine this add up all the ability bonuses/penalties numbers for the character and consult the table below.So, I do this along with roll 5 characters with 3d6 as they fall (and tradoff 2 for 1 prime). It's intended to throw another choice into the mix. Under this system a hero is not defined by large ability scores. The problem with this emphasis of large abilities in modern games is it removes some of the fun of playing characters with a range of abilities and de-emphasises class somewhat.
Under this system I have seen players make choices that they would not have otherwise made. eg. Sorcerers (Wizard) who go for high INT only, trading down other abilities for fate points so they can get the extra spells fate points allow. I give a bit more than recommended in heroic fantasy, but have them only recover once a week, forcing choice in use.
Players with good ablities get less, but hey, they have good abilities. You can play a relatively normal character - with 9 across the board, and receive 7 fate points, giving your character a unique flavour compared to other characters with attributes of 16 that have 4 or less. I then only allow one fate point per proficiency.
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