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Tier IV & V: Running Epic Adventures

Fate's Edge GM Guide — Chapter 11

As characters reach Tier IV and V, the game changes. The scope expands from local concerns to regional, national, or world-shaking events. This chapter focuses on how to run these epic tiers effectively, with special attention to how the game naturally scales through Boon scarcity — not inflated Difficulty Values.

What Changes at Tier IV–V

The core mechanics remain the same. The difference is weight — every success and every failure reshapes the fiction in larger, more permanent ways.

Natural Scaling: The Boon Economy Does the Work

One of Fate's Edge's most elegant features is how it automatically scales difficulty without inflating numbers. At high tiers, characters have large dice pools (often 8–10 dice). They succeed more often and generate fewer Misses and Partials — the primary sources of Boons.

Boon Generation Basics (Reminder)

Boons do not come from winning. They come from struggling.

Boon Availability by Tier (Typical)

TierAvg. Boons earned per sceneTypical use
I (0–40 XP)2–3Re-rolls, minor advantages
II (41–90 XP)1–2Re-rolls, asset activation
III (91–150 XP)1Critical rerolls, story shifts
IV (151–220 XP)0–1Rare, decisive actions
V (221+ XP)0–1 (often 0)Mythic choices only

Why This Works

Why Brittleness is Good

At high tiers, your power comes from skill, not luck. Fewer Boons mean every roll matters. This is intentional — embrace the tension.

The simulation insights show that chaos players thrived at high tier because they understood this. They did not hoard Boons; they accepted scarcity and adapted by:

A “brittle” character — one with few resources but immense competence — is not a flaw. It is the design. It makes every decision weighty and every success earned.

Let the dice fall. Let the Boons be precious. Let the tension sing.

Do Not Increase Boon Awards

Resist the urge to give out extra Boons because players “look cool” or “rolled a 10.” The scarcity is intentional. It makes high-tier play feel tense and consequential. If you inject Boons, you remove the resource pressure that defines epic play.

Example: Tier I vs. Tier V

A Tier I rogue picks a lock (DV 3, 5 dice). She rolls a Miss → gains 2 Boons, re-rolls, succeeds. A Tier V master thief picks the same lock (DV 3, 10 dice). He rolls a Clean Success → no Boons. Later, he fails a critical roll to disable a ward — he has only 1 Boon left. He must decide: re-roll this roll, or save it for the escape. The tension is real.

Do Not Inflate Difficulty Values

Warning: DV Inflation Breaks High-Tier Play

A higher DV does not mean “more challenging” — it means “fewer Partials, fewer Boons, faster escalation.” At high tiers, players have large pools, but pushing every roll to DV 5 will starve them of Boons entirely and make failure feel arbitrary.

Scale Challenge With These Tools Instead:

When Is a Higher DV Appropriate?

Only when the fiction itself demands it: a god's impossible ward, a lock designed by a legendary artisan, a ritual that twists reality. Even then, DV 5 is the ceiling — the ladder ends there — so telegraph clearly: “This is a mythic challenge. Even with your power, it may fail.”

The Other Half: Players Must Seek Harder Challenges

Everything above is addressed to the GM, and read alone it is only half the rule. Do not inflate DVs is a prohibition on making the same challenges harder to compensate for player power. It is not a prohibition on harder challenges. Chapter 2 states the positive half, and it matters more at this tier than at any other:

Players Should Seek Harder Challenges

A Tier I rogue picks locks for a living; DV 3 is her bread and butter. A Tier III rogue cracks vaults for a living — she does not pick the same locks, she picks better locks, and they are DV 4 because they are better locks, not because the GM decided to make things harder. A Tier V rogue does not pick locks at all: she negotiates with the door's spirit, or walks through the wall with a Rite, or bribed the locksmith a month ago.

The GM's role is not to make old challenges harder. It is to present new challenges that match the characters' growth — and the players' role is to go looking for them.

The Economy Stops If Nobody Escalates

This is the practical consequence, and it is the failure mode most likely to make a high-tier campaign feel flat. Boons come from Misses and Partials. A Tier IV party that keeps taking Tier II work rolls eight dice against DV 3, succeeds cleanly all evening, and earns nothing. The table then reports that Epic Tier feels both easy and starved — and it is, because the party has outgrown its own scores.

A party at 0 Boons for several sessions running is not a party that needs the GM's charity. It is a signal, and it points at the players as often as at the GM. Read it in this order:

The difference in one line. A DV 4 lock the party went looking for is escalation. A DV 4 lock on a pantry door is inflation. Same number; opposite effect on the campaign.

A Ladder of Harder Challenges

Use this to answer the question “what does this party's next job look like?” Read across the row: the activity does not change, the scale of the target does. Note how often the right-hand column stops being a roll at all and becomes a Timer — at the top of the ladder, difficulty is measured in segments and consequences, not in DV.

ActivityTier I–II — DV 3Tier III — DV 4Tier IV–V — DV 4–5, usually a Timer
Locks & barriersA lock.A masterwork lock by a guild artisan.A warded vault. Vault Wards [6], DV 4 per segment, failures tick Alarm [4].
StealthPast a patrol.Into a guarded compound at night.Through a city that is looking for you. Manhunt [8] runs against you between scenes.
SocialTalk past a guard.Win over a guild-master.Turn a council vote. Stakes ladder on all four outcomes; DV 4.
CombatA brawl, a patrol.A named champion with a reputation.An army, or a thing with a name older than the city. Opposed Battle Timers.
MagicA cantrip; a Low Rite.A Rite under pressure, with witnesses.A ward nobody living made. DV 5, telegraphed, and broken in segments.
InvestigationFind the witness.Reconstruct the crime.Unpick the conspiracy. Conspiracy [8]; each answer opens a door.
TravelA road with bandits.A pass in winter.A region that does not want you in it. Supply and Morale timers.
CraftMend the gear.Forge a masterwork.Build a thing the world has no word for. A Legacy Project timer, sessions long.
PoliticsBuy a favour.Hold a charter against a rival.Change who is owed. A faction agenda timer that ticks whether you attend or not.

Do Not Read This as Permission to Inflate

Every DV in the right-hand column is still set by the fiction, and 5 remains the ceiling — the ladder ends there. The column is harder because the targets are harder and because most of them are clocks rather than single rolls, not because a number was raised to keep pace with the party. If your Tier IV session has more than one DV 5 in it, you are almost certainly inflating rather than escalating.

Armor Conversion at High Tiers (Optional Homebrew)

While the SRD defines only Light (Step 1), Medium (Step 2), and Heavy (Step 3) armor, GMs may introduce higher tiers for narrative flavor. Crucially, in standard play (where Harm per hit never exceeds 3), all armor with Step ≥ 3 functions identically. Higher tiers only matter if house rules allow Harm ≥ 4 (e.g., siege weapons, supernatural effects).

The armor conversion follows your step method:

Apply the full Harm Conversion Procedure (SRD §9) afterward.

Armor TypeStep (P)Harm 1Harm 2Harm 3
Light11 Fatigue1 Fatigue + 1 Harm1 Fatigue + 2 Harm
Medium21 Fatigue1 Fatigue1 Fatigue + 2 Harm
Heavy31 Fatigue1 Fatigue2 Fatigue
Superior41 Fatigue1 Fatigue1 Fatigue
Mythic51 Fatigue1 Fatigue1 Fatigue
Important Context for Higher-Tier Armor

For standard combat (Harm 1–3 per hit): Heavy armour and better converts Harm identically:

Higher tiers only diverge if house rules permit Harm ≥ 4:

Never inflate DV to “counter” high-tier armor. Armor's purpose is to change how harm is taken (fatigue vs. wounds), not to make characters harder to hit. At epic tiers, challenge comes from narrative consequences — not making rolls harder to succeed.

Failure Must Matter

At high tiers, a failed roll should never mean “nothing happens.” Instead:

If failure merely delays action without changing the situation, you are not using the system to its full potential.

Using Bonds as the Primary Boon Engine

At high tiers, Boons should mainly come from Bond-driven actions. Encourage players to:

Example: Bonded Allies Transferring Boons

The party faces a mythic guardian. Sariel, the rogue, has 0 Boons left. Kestra, the mage, has 2 Boons but is pinned at range. They share a Bond (“She saved me from the shadow cult.”)

Kestra: “I spend my action to transfer 2 Boons to Sariel. As I channel, I shout: ‘Remember the Forge — you owe me!’”
GM: “The Bond flares. Sariel receives 2 Boons. Spend them wisely.”

Sariel uses 1 Boon to re-roll a failed stealth check and 1 Boon to improve her Position to Dominant. She slips past the guardian and disables the trap.

This turns a Bond from backstory into a tactical resource. At high tiers, such exchanges are the difference between victory and defeat.

Designing High-Tier Scenes

When planning an epic scene, ask:

  1. What changes if the characters succeed?
  2. What compromises emerge on a Partial success?
  3. What new dangers arise on a Miss?

If the answer to “Miss” is “they try again,” increase the stakes, not the DV.

Example Scene: The Royal Vote

The party tries to convince the council to declare war on a neighboring realm.

No DV was inflated. The stakes did the work.

Pacing and Scope

Embrace Longer Timelines

Time becomes a tool. Use downtime to:

Abstract the Mundane

At high tiers, do not roll for climbing walls or picking common locks. Assume competence. Save rolls for choices that matter.

Let Players Command Armies

Treat armies as high-Cap followers. Use Battle Timers (4–6 segments) for skirmishes. Do not resolve each soldier's attack — abstract with leadership rolls.

Caveats and Warnings

Tools for Managing Boon Scarcity

High-tier play demands that GMs and players rethink how Boons are used. The following tools help make scarcity feel tense, not frustrating.

Boon-Worthy Moments (Player Guidance)

At Tier IV–V, a Boon should never be spent on a trivial re-roll. Instead, reserve Boons for:

GM tip: Remind players of this at the start of each high-tier session.

The “Substituting Fatigue for Boons” Rule (Revisited)

Recall that a player may pay 1 Fatigue instead of 1 Boon. At high tiers, this becomes a lifeline. Encourage players to use it, but attach a narrative cost: “You push through the pain, but your hand trembles — your next roll is at Desperate Position.”

Follower Sacrifice as Boon Substitute

A loyal follower (Cap 3+) can take the consequence of a failed roll in place of a Boon. The follower suffers Harm 1 (or a Condition) and the player avoids spending a Boon. This should be used sparingly (once per session maximum) and only when the fiction supports it.

Let the Roll Stand

At high tiers, players may reflexively reach for Boons to re-roll one failure. Sometimes, the most dramatic outcome is to let the failure stand. As GM, you can say: “You have 0 Boons left. The die is cast. What does failure look like?” This forces players to engage with consequences rather than erase them.

Example: A High-Tier Turn with 0 Boons

The party's archmage, Jora (Tier V), attempts to counterspell a world-ending ritual. She has 0 Boons. She rolls 8 dice (Wits 5 + Arcana 3) vs DV 4. Result: 3 successes — a Partial.

The scarcity of Boons made the Partial outcome feel meaningful, not like a failure.

Physical Trackers for Boon Scarcity

To make Boon scarcity visible and tactile:

Optional Epic Tools (Brief)

The following are covered in other chapters or appendixes:

The Mythic Failure Table (d12)

When a high-tier character fails a pivotal roll, describe a consequence from this table (or invent your own).

d12Consequence
1An innocent dies because of your failure.
2A rival claims the victory instead of you.
3An artifact shatters, releasing a curse or a new threat.
4Your reputation is damaged — lose 1 Mandate (if using).
5An ally is captured or turned against you.
6The problem spreads — a new timer appears (Crisis [4]).
7A Patron withdraws favor — lose access to one Rite until you atone.
8A faction declares you an enemy — start a Vendetta [6] timer.
9The land itself is wounded — a region becomes blighted or uninhabitable.
10You lose a memory or a cherished belonging (GM chooses).
11A prophecy twists — your success now serves a dark purpose you cannot yet see.
12Your failure opens a door — something ancient and hungry awakens.

Sample High-Tier Scenario: The Dying Sun

Premise: The realm's patron sun-spirit is fading. Without it, crops fail, undead rise, and the land dies.

Scope: Continental.

Timers:

Success: The party finds a lost relic, performs a ritual, and restores the sun — but must choose a cost (e.g., their own lifespans, a Patron's demand).

Partial: The sun is saved, but the cult is not destroyed — they will return.

Miss: The sun dies. The party must lead a desperate exodus or accept a dark bargain for a new light.

This scenario cannot be solved by a single roll. It requires investigation, diplomacy, combat, and sacrifice — perfect for epic tier play.

Final Thought

At Tier IV and V, your players are no longer adventurers — they are legends in the making. Honor their power by giving them problems that require wisdom, sacrifice, and creativity to solve.

The dice still matter. Consequences still flow. But now, every choice echoes across nations and generations.

Make it legendary.