What about instead of
You are fated to find XXXX on Level X
They say:
You have a XX% Chance of Dying on Level X
or
There is a XX% Chance of finding a Novice Rogue on Level X
This would be modified by luck of course, and then we could reimplement death fates for lucky characters just with a LOW percentage...
It would add a new dimension....
Your have a 2 percent chance of finding Ringil on Level 1
You have a 1 percent chance of dying on Level 1
RavenRed: For mine, a fate is a fate is a fate, and our fates are unknowable. Sort of. The point of the nonsense in the preceding sentence is that IMHO fates shouldn't be quantified, at least not in the highly specific way you describe. After all, half the fun (or frustration, if you prefer) is diving into an unknown situation, unaware whether you'll live to see another staircase...
TobiasParker: Okay then let's adopt a level feeling situation, parenthesis are not in game type.
You feel it is certain that you will find a novice rogue on level 1 (100%)
It is likely that you will find something good on level 4 (85-99%)
It is possible you will find a Mature Red Dragon on level 10 (70-84%)
You may find something excellent on level 15 (50-69%)
Something special lingers in your thoughts (25-50%)
A Vault of Greater Kraken wisps through the night (2-24%)
An image of [your death, ringil, etc] flashes through your head (1%)
MayLith: I agree with RavenRed. I personally would not want to have highly defined fates.
ToME Wiki