fredrix
Master Douchebag
Posts: 2,142
Preferred Game Systems: Fate, L5R, Pendragon, Gumshoe, Feng Shui
Currently Playing: Pendragon, Song of Ice and Fire, L5R, Feng Shui, Traveller
Currently Running: Fate, Coriolis, Nights Black Agents
Favorite Species of Monkey: 1970's NTV, dubbed by the BBC (though The Water Margin beats it)
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Post by fredrix on Apr 28, 2017 3:06:42 GMT -8
Narratively, I"d do it as a contested roll, and depending on how the dice fall, give the PC some indication that there is a counter-spell working against his compass.
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Post by chronovore on Apr 29, 2017 20:11:20 GMT -8
I would say you could either do it as a set difficulty increased to reflect the presence of a spell already in place or do a contested roll and let the murderer have a free invoke of an aspect representing the spell. Thanks. This is one of the things which I'm having trouble integrating into my GMing – just telling the 'caster that they need a Fair roll vs. a Fantastic one gives away information about the formidability of the current target. In this case, maybe I should WANT to let them know what they're facing, but in other cases I may want to leave it a mystery. In that sense, maybe I could say, "You only need a Fair success to make it, but you'll need to Succeed with Style to avoid detection"?
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Apr 29, 2017 21:22:43 GMT -8
Telling them the difficulty would seem pointless, since that isn't locked in at the time they have to decide to stay or spend. Defender goes second, knowing what the attacker got. Thus they can choose to spend invokes or fate points to help themselves. Granted, in a counterspelling type deal, the player might be the defender and know what they need to overcome to defend.
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lightningcat
Initiate Douchebag
Posts: 29
Currently Playing: Pathfinder, D&D 4e
Currently Running: Transformers, Pathfinder
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Post by lightningcat on May 1, 2017 18:04:37 GMT -8
My own experience with FATE was similar. I read the Core book, and still had little idea how to do it. So I read FAE and still had problems. So I ran a simple FAE oneshot for Halloween. I told the players to come to the game with a costume idea for the character. When they got there I gave them a blank character sheet and dice and told them to put the costume in the High Concept spot. Then we started playing. As the characters wanted to do things I had them choose stunts and aspects (based on the descriptions they gave me) and place points into the skills (afb, I know they are not skills but the same idea). By the end of the game, we all had a good idea on how the game worked. So my advice, is just run a one-shot.
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Post by Probie Tim on May 10, 2017 8:31:24 GMT -8
Evil Hat just posted on Twitter about a beginners guide to Fate. I'm trying to get it right now, but their site is SSSLLLOOOWWW. Just thought y'all might wanna know. Edit: Ah, it's not as impressive as I'd thought. Just a basic website advert for Fate. www.evilhat.com/home/a-basic-intro-to-fate/Sorry, folks!
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Post by chronovore on May 10, 2017 22:59:05 GMT -8
Evil Hat just posted on Twitter about a beginners guide to Fate. I'm trying to get it right now, but their site is SSSLLLOOOWWW. Just thought y'all might wanna know. Edit: Ah, it's not as impressive as I'd thought. Just a basic website advert for Fate. www.evilhat.com/home/a-basic-intro-to-fate/Sorry, folks! Weird, I thought Dresden FAE was out last month, but it's showing as more than a month from now.
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fredrix
Master Douchebag
Posts: 2,142
Preferred Game Systems: Fate, L5R, Pendragon, Gumshoe, Feng Shui
Currently Playing: Pendragon, Song of Ice and Fire, L5R, Feng Shui, Traveller
Currently Running: Fate, Coriolis, Nights Black Agents
Favorite Species of Monkey: 1970's NTV, dubbed by the BBC (though The Water Margin beats it)
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Post by fredrix on May 11, 2017 3:20:47 GMT -8
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Post by chronovore on May 29, 2017 22:40:02 GMT -8
I watched that Tabletop session and enjoyed it.
I've run three sessions of my own Fate Core game now, and we have not yet engaged in combat. I haven't yet read the combat section of the book, so I'll be doing that tonight for the next game, which is the day-after-tomorrow. D-:
At a glance, it appears that it's a contested roll in attacking, with the difference being subtracted from Stress, and then as Stress is ablated to zero, the excess goes to Consequences? Am I getting it right so far?
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HyveMynd
Supporter
Dirty hippie, PbtA, Fate, & Cortex Prime <3er
Posts: 2,273
Preferred Game Systems: PbtA, Cortex Plus, Fate, Ubiquity
Currently Playing: Monsterhearts 2
Currently Running: The Sprawl
Favorite Species of Monkey: None
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Post by HyveMynd on May 29, 2017 23:38:42 GMT -8
Yup, combat is a contest. The difference between the attacker and defender's shifts becomes Stress on the defender. When suffering stress, the player marks off a stress box equal to or higher than the amount of stress taken. Or they can choose to mark off a Consequence, reducing the amount of stress taken by a certain amount (2, 4, or 6 points). You can only mark one stress box for each hit, but you can mark off a consequence box and a stress box if you want to. If you can't mark off a stress box, because you don't have a big enough one to absorb the hit, and don't want to or can't mark off a consequence, you get taken out. Stress clears at the end of the scene, but consequences hang around longer.
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Post by shadrack on May 30, 2017 6:01:10 GMT -8
Also, if there is a weapon involved (depending on how in depth you wanted to get) there can be weapon damage that is added to the stress.
i.e. if you have a knife that is weapon:1, and you succeed on your attack, you calculate stress as you mentioned above, and then add 1 for the weapon damage.
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Post by chronovore on Jun 1, 2017 21:23:46 GMT -8
Also, if there is a weapon involved (depending on how in depth you wanted to get) there can be weapon damage that is added to the stress. i.e. if you have a knife that is weapon:1, and you succeed on your attack, you calculate stress as you mentioned above, and then add 1 for the weapon damage. So it's probably been a little weird for two of my players, as they've both run Fate Core games before, but their GM (me) hasn't. So they've had to hand-hold me a bit through parts of it. I mentioned this +1 for weapons rule, and they mentioned that it is one option. Clearly I need to keep reading the rulebook (café time scheduled for later today), though can you speculate on this turning into a sort of "arms race"? For instance, if the PC has a knife (+1 weapon), does it follow that the defending character may have a shield (+1 to physical defense rolls)?
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HyveMynd
Supporter
Dirty hippie, PbtA, Fate, & Cortex Prime <3er
Posts: 2,273
Preferred Game Systems: PbtA, Cortex Plus, Fate, Ubiquity
Currently Playing: Monsterhearts 2
Currently Running: The Sprawl
Favorite Species of Monkey: None
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Post by HyveMynd on Jun 1, 2017 21:40:00 GMT -8
Yeah, weapon and armor rules are optional. The book encourages you to think carefully before introducing them, and strongly suggests avoid having them "balance". I believe it suggests capping armor ratings at one (or more points) lower than weapon ratings, otherwise you have an arms race, exactly as you described.
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Post by shadrack on Jun 2, 2017 5:39:19 GMT -8
Hyve's got it. as I (obliquely) referenced with my "(depending on how in depth you wanted to get)" it is an optional rule.
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Post by chronovore on Jul 12, 2017 23:37:45 GMT -8
I've used it now for 7 or 8 sessions. Fate Core is really good at letting theatrical action happen smoothly, so the larger problem has been… a lack of PC failure? I need to up the target difficulty on their rolls, it seems.
We just finished a session an hour ago, and I offered to let them work out character progression, because they'd just finished the first "scenario." Surprisingly, everyone was itching to play and opted to do character progression another time. I was kinda stoked to just keep on playing with the characters as-is.
I also brought up using a Dungeon World-like "adventurers' pack" with a set number of uses, success determined by a roll on applicable skill. Surprisingly one player said they'd rather keep the inventory managed by the Fate system, where an Aspect or High Concept is referenced, a Fate Point paid, and the object can be fiat'd into the world. I was happy to see this kind of self-reinforced limitation, and it's honestly still too early for me to be tweaking the system beyond its original structure.
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Post by joecrak on Jul 16, 2017 18:02:41 GMT -8
I've used it now for 7 or 8 sessions. Fate Core is really good at letting theatrical action happen smoothly, so the larger problem has been… a lack of PC failure? I need to up the target difficulty on their rolls, it seems. And that is a problem my friends and I encountered. Do we make it a higher difficulty because they succeed to much, do we spend fate points to make it harder after they succeed, which just means they will spend more to succeed? PCs usually want to succeed, I've seen players spend so much just to succeed at seemingly minor things. In the end, it's like you said, just let them do awesome theatrical action!
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