Manual of the PlanesThe Bright Beauty has a further effect on sentient creatures. Blood responds to the enchantment of the Feywild. Just as the native creatures of the Fey embody extremes of passions and power, visitors begin to behave as pure, truer versions of themselves. Bold heroes become reckless, friends become lovers, and rivalries devolve into knife fights. Although adventurers never love control, they must constantly fight the Feywild's call to the wild, the free, and unrestrained within.
OMG, right? A journey through the Feywild should so totally let you play that out! But with 4E, rules as written, you'll always have the player who insists that his character can just shrug it off.
FATE Aspects seems perfect
for this kind of situation, but compels only work because you've got Fate points. Do you think that Action Points could serve this purpose? Or would Action Points moving around so freely break the game? What if Action Points could do other things, like give you a +2 bonus to a roll, or let you reroll? I suspect that would create too much of a problem. A commenter
on this blog post
about bennies in Savage Worlds
agrees that Action Points wouldn't work for this, and instead suggests inventing a new currency like "Hero Points" to serve this purpose. Since even the DMG advises a +2/-2 modifier for any miscellaneous factor not otherwise covered, spending a point for that seems like a good fit. Perhaps you can also use one to get combat advantage on someone (something any rogue would love)?
I can't say I feel entirely comfortable with either option: using Action Points seems like it might break the game, whereas inventing something new seems too complex. Any other ideas?