The problem is too many Glory Pips ... and not enough to do with them ....
We see that with Make rolls as well.
At level 5, you have about 12 Glory Pips each. If the only thing you are doing is overcoming failed doubles, one has no reason NOT
to use them.
Plus, with the Quest Pip, and +2 to the rolls, it means that a double 3 (6) for example, is not that big a deal.
I was arguing in one round of combat with a particularly large number of + three professional skills, we would be better off NOT taking the extra +1 bonus and using the two checks to eliminate one of the attacks. If character needed a +1, just use a glory pip. (We were reaching a point where the 2 extra skills were needed to all the Professional checks.)
Consider (Beserker + Spy) * 3 = 6 Professional skills or basically 2 of the 4 monster attacks.
By having to add say 3 pips as a level 1 or 2 dude, you make the Glory Pip a one and done thing at that level.
If you find too many Glory Pips are a problem, make them a currency
that can be spent for other things.
- For 2 Glory Pips, allow the player to buy a +1 roll at the beginning of each combat.
- For 2 Glory Pips, allow the upgrade of a treasure to include magic item.
- For 2 Glory Pips at the end of combat, allow heroic figure to ignore a vicious wound.
- For 1 Glory Pip, get a clue ... uh ... a hint at the right time.
- At the end of a mission, allow Glory Pips to be spent on one's buildings and such.
- For 1 Glory Pip, allow the Character to buy the Aces indulgence. During the battle, the first roll of Aces (Snake Eyes) will be considered simply a miss. Indulgence may be bought again.
- For 2 Glory Pips, allow the Character to revise the tale of sorts. Roll 1 die and replace one of the current dice. This may result in the same value or a fail.
- For All a Character's current Glory Pips AND the restriction that none more may be gained by any character for the balance of the adventure, restore a fallen comrade to life. Character is restored with 1 Vicious Wound remaining.
- Create weapons and such that are fueled by Glory Points. Giant Slayer slays giants with a Glory Pip and maybe an 10+ roll.
, reduce the number of Glory Pips
At no point, may Glory Pips exceed 6 Pips.
At gain of each level, roll for a single d4 Glory Pips.
At level 2 add one Glory Pip.
At level 3, allow a roll of 12+ roll to restore Glory Pip on Use.
At level 4, Gain 1 Glory Pip if you slay a Leader who is a Giant foe.
At level 4, no longer roll to determine your number, just take 4 on the D4 roll.
At level 5, Gain 1 Glory Pip with Victory in a battle with Immortal or Demonic foes.
At level 6, Gain 1 Glory Pip with a natural roll of 14 or better in any skill attack or test.
At level 7, Restore 1d4 Glory Pips with roll of 10+ in a "Glorious Moment" during battle. Once per battle, a call for heroism or appeal to the godddddddsssss.
At level 8, Glory Pips may be accumulated to 8 points.
At level 9, At a cost of 1 Glory Point and a roll of 8+ (no mods) restore 1d4 Glory Pips to another player of LOWER level. This may be attempted once per player ... BEFORE battle.
At level 10, Characters may use other characters glory points. However, may not take from the same player twice in a row. May only be used twice in any single battle.
And, of course, the management of Glory Points could go from a level based bonus to a Title based bonus. In other words, the "Wizard" could have the ability to restore a Gloryy Pip on a roll of 12+ on Use.
If you wish to force players to use tactics outside their preferred, just turn a few off each "Adventure".