On this page
- Tier IV & V: Running Epic Adventures
- What Changes at Tier IV–V
- Natural Scaling: The Boon Economy Does the Work
- Do Not Inflate Difficulty Values
- The Other Half: Players Must Seek Harder Challenges
- Armor Conversion at High Tiers (Optional Homebrew)
- Failure Must Matter
- Using Bonds as the Primary Boon Engine
- Designing High-Tier Scenes
- Pacing and Scope
- Caveats and Warnings
- Tools for Managing Boon Scarcity
- Optional Epic Tools (Brief)
- Sample High-Tier Scenario: The Dying Sun
- Final Thought
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
- Scope: Actions affect cities, nations, or the entire known world.
- Consequences: Failure can shift political borders, end bloodlines, or awaken ancient horrors.
- Time: Campaigns often span months or years, with downtime becoming a major phase.
- Legacy: Characters become legends — their deeds echo for generations.
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)
- Miss (0 successes): Gain 2 Boons.
- Partial (0 < successes < DV): Gain 1 Boon.
- Clean Success (successes ≥ DV, SB = 0): No Boons.
- Success with SB (successes ≥ DV, SB > 0): No Boons.
Boons do not come from winning. They come from struggling.
Boon Availability by Tier (Typical)
| Tier | Avg. Boons earned per scene | Typical use |
|---|---|---|
| I (0–40 XP) | 2–3 | Re-rolls, minor advantages |
| II (41–90 XP) | 1–2 | Re-rolls, asset activation |
| III (91–150 XP) | 1 | Critical rerolls, story shifts |
| IV (151–220 XP) | 0–1 | Rare, decisive actions |
| V (221+ XP) | 0–1 (often 0) | Mythic choices only |
Why This Works
- Low-tier characters need the help. Their small pools produce unreliable results; Boons give them a cushion.
- High-tier characters must rely on skill, not luck. With huge pools and reliable success, they no longer have a safety net.
- The scarcity creates strategic depth. At high levels, spending a Boon on a re-roll means you cannot activate your spy network later. Every Boon is a meaningful choice.
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:
- Relying on high Skills and clever positioning.
- Using Bonds to generate Boons when needed.
- Spending Boons only on critical moments.
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
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:
- Timers: Add a 4–6 segment timer to the scene (Palace Coup [4], Ritual Completion [6]). Players see it tick.
- Position: Worsen Position when the fiction demands danger. A Desperate roll already re-rolls successes — that is plenty.
- Consequences: Use SB to add layered costs (see the SB Costs & Backlash section).
- Faction Timers: Advance long-term threats (War [8]) regardless of player success in individual scenes (see the Core Resolution Cycle).
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:
- Are they missing at all? If nobody has Missed or Partialed in two sessions, the work is too small. Escalate the fiction, not the numbers.
- Are they choosing their targets? Epic play is expeditionary. The party should be naming the score, the ward, the council, the border. If the GM is still handing them jobs, the campaign has not made the turn to Tier IV.
- Have the DVs crept? Only after the first two. If routine work has drifted to DV 4 and 5, that is inflation, and it starves them in a way escalation does not.
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.
| Activity | Tier I–II — DV 3 | Tier III — DV 4 | Tier IV–V — DV 4–5, usually a Timer |
|---|---|---|---|
| Locks & barriers | A lock. | A masterwork lock by a guild artisan. | A warded vault. Vault Wards [6], DV 4 per segment, failures tick Alarm [4]. |
| Stealth | Past a patrol. | Into a guarded compound at night. | Through a city that is looking for you. Manhunt [8] runs against you between scenes. |
| Social | Talk past a guard. | Win over a guild-master. | Turn a council vote. Stakes ladder on all four outcomes; DV 4. |
| Combat | A brawl, a patrol. | A named champion with a reputation. | An army, or a thing with a name older than the city. Opposed Battle Timers. |
| Magic | A cantrip; a Low Rite. | A Rite under pressure, with witnesses. | A ward nobody living made. DV 5, telegraphed, and broken in segments. |
| Investigation | Find the witness. | Reconstruct the crime. | Unpick the conspiracy. Conspiracy [8]; each answer opens a door. |
| Travel | A road with bandits. | A pass in winter. | A region that does not want you in it. Supply and Morale timers. |
| Craft | Mend the gear. | Forge a masterwork. | Build a thing the world has no word for. A Legacy Project timer, sessions long. |
| Politics | Buy 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:
- Step n armor has Protection Level P = n.
- For incoming Harm H:
- If H = Step: Gain (Step − 1) Fatigue (min 1), Harm remaining = 0
- If H < Step: Gain 1 Fatigue, Harm remaining = 0
- If H > Step: Gain 1 Fatigue, Harm remaining = H − 1
Apply the full Harm Conversion Procedure (SRD §9) afterward.
| Armor Type | Step (P) | Harm 1 | Harm 2 | Harm 3 |
|---|---|---|---|---|
| Light | 1 | 1 Fatigue | 1 Fatigue + 1 Harm | 1 Fatigue + 2 Harm |
| Medium | 2 | 1 Fatigue | 1 Fatigue | 1 Fatigue + 2 Harm |
| Heavy | 3 | 1 Fatigue | 1 Fatigue | 2 Fatigue |
| Superior | 4 | 1 Fatigue | 1 Fatigue | 1 Fatigue |
| Mythic | 5 | 1 Fatigue | 1 Fatigue | 1 Fatigue |
For standard combat (Harm 1–3 per hit): Heavy armour and better converts Harm identically:
- Harm 1–2 → 1 Fatigue (no Harm applied)
- Harm 3 → 2 Fatigue at Heavy (Step 3, where Harm equals the Step); 1 Fatigue at Superior or Mythic, where it does not
Higher tiers only diverge if house rules permit Harm ≥ 4:
- Superior (Step 4) vs Harm 4: → 3 Fatigue (no Harm applied)
- Mythic (Step 5) vs Harm 5: → 4 Fatigue (no Harm applied)
- Harm > Step: Always → 1 Fatigue + (H − 1) Harm applied
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:
- A rival gains leverage. “You cannot open the vault, but you see the Duke's sigil on the lock — he knows someone inside.”
- A secret becomes public. “Your investigation fails, but the guard captain mentions your name to a reporter.”
- A faction timer advances. “The ritual continues. Summoning [8] ticks +1.”
- An asset is compromised. “Your safehouse is discovered — it is now Neglected.”
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:
- Call on Bonds in difficult moments: “I owe you — I ask for your help now.”
- Expose allies or followers to danger to gain Boons.
- Accept new obligations or narrative fallout in exchange for Boons.
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:
- What changes if the characters succeed?
- What compromises emerge on a Partial success?
- 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.
- Clean Success: The vote passes; the army marches under their banner.
- Success with SB: The vote passes, but a rival is appointed general.
- Partial: The vote is delayed; new timer Council Deadlock [4] appears.
- Miss: The vote fails. The rival declares war anyway — without the party's leadership.
No DV was inflated. The stakes did the work.
Pacing and Scope
Embrace Longer Timelines
Time becomes a tool. Use downtime to:
- Advance faction timers.
- Allow rumors to spread.
- Let players build legacies (fortresses, guilds, schools).
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
- Do not design adventures like Tier I. Linear dungeons and small-scale fetch quests feel beneath legendary heroes. Instead, give them systemic problems: a curse that erases memory, a political schism, a dying god.
- Do not hoard Boons. Spend SB and optional Threat Pool points to create memorable moments. Players earned their power — challenge them with creative complications, not starvation.
- Do not fall into “superhero” mode. The world should still react believably. A legendary warrior can be assassinated in their sleep. A master mage can be outmaneuvered politically.
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:
- Negating a catastrophic failure (e.g., re-rolling a Miss that would kill an ally).
- Activating a key Asset (e.g., calling in a spy network to reveal a weakness).
- Shifting Position from Desperate to Controlled before a mythic roll.
- Powering a Prestige or Epic talent that changes the scene.
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.
- Without Boons: She cannot re-roll. The GM rules: “The ritual slows, but a backlash rips through the ley lines. A nearby village is consumed by wild magic. You save the world, but at a cost.”
- If she had a Boon: She could re-roll a failure and possibly achieve a Clean Success, avoiding the backlash.
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:
- Use a small bowl or tray in the center of the table with poker chips representing the party's total Boons (players still track individual Boons, but a shared visual reinforces scarcity).
- When a player spends a Boon, they physically move a chip to a “spent” pile. When they earn a Boon, they add a chip.
- For high-tier sessions, set a table limit of 3 Boons maximum per player (down from 5). This makes each chip precious.
Optional Epic Tools (Brief)
The following are covered in other chapters or appendixes:
- Boss Generator — See Appendix J (in the full GM's Guide) for a card-based tool to create mythic adversaries.
- Legacy Projects — See the Resources chapter for long-term timers that span sessions.
- Mythic Martial Tags — Player-facing epic talents for warriors; see Chapter 6 of the Player's Guide.
- Mass Combat — See the optional warfare rules in Appendix B for battle timers and army followers.
When a high-tier character fails a pivotal roll, describe a consequence from this table (or invent your own).
| d12 | Consequence |
|---|---|
| 1 | An innocent dies because of your failure. |
| 2 | A rival claims the victory instead of you. |
| 3 | An artifact shatters, releasing a curse or a new threat. |
| 4 | Your reputation is damaged — lose 1 Mandate (if using). |
| 5 | An ally is captured or turned against you. |
| 6 | The problem spreads — a new timer appears (Crisis [4]). |
| 7 | A Patron withdraws favor — lose access to one Rite until you atone. |
| 8 | A faction declares you an enemy — start a Vendetta [6] timer. |
| 9 | The land itself is wounded — a region becomes blighted or uninhabitable. |
| 10 | You lose a memory or a cherished belonging (GM chooses). |
| 11 | A prophecy twists — your success now serves a dark purpose you cannot yet see. |
| 12 | Your 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:
- Sun's Fading [10] — ticks each session, faster if neglected.
- Cult of Eternal Night [6] — a faction that worships the darkness.
- Alliance of the Dawn [8] — political support for a ritual to save the sun.
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.