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Post by shadrack on Mar 27, 2014 6:57:11 GMT -8
I heard about this a bit ago, but finally found it on the interwebs. The short version is that you have 2 pyramids, one for approaches (a la FAE) and one for Abilities (very broad skills). So, much like FAE, when you want to do something it matters how you do it (quickly, forcefully, carefully, etc.). and that affects your roll, also what you are doing is gradiated as well (athletics, combat, social, skilled). So if you want to intimidate someone you could be Forcefully Social, but if you were James Bonding it a bit, and basically blackmailing them in front of a crowd at a fancy party, that would be Cleverly Social. The same type of distinctions come into play in physical fights, the Barbarian would rely on Forcefully Combative, but the rogue with the daggers might be, Quickly Combative (flurry of attacks with a punch dagger) or Carefully Combative (I wait for him to slip past me then I knife him between the x and x+1 ribs). I'm kind of loving it, I may need to play it some, but I feel like it has legs and could encourage some significant examination of actions. What you do is important, and so is how you do it, So how do you do it? oh yeah => tabletopexplorer.wordpress.com/2013/11/17/playtest-version-of-approaches-abilities/
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Post by HourEleven on Mar 27, 2014 9:54:56 GMT -8
Huh. That's interesting. It reduces the power of both (3,2,2,1,1,0 -> 2,1,1,0,0) assuming you will always be combing the two.
It reduces your average bonus by just a hair across the board (something like a drop from +1.5 to +1.24 or so) but since Fate is about succeeding when you need to (stunts and aspects) and going with the flow the rest of the time, I could see this working pretty well.
The only problem I see is that it allows for much higher highs and lower lows.
The odds of rolling with zero bonus is much higher. Instead of the one approach you suck at, you have 4 combinations of suck.
Also, straight out if the gates there is a roll a player can make with +4.
It makes Much Much more specialized characters.
I'll need to think on this more and post later...
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SirGuido
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Preferred Game Systems: L5R, Traveller, Fate Accelerated, Masks
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Post by SirGuido on Mar 28, 2014 4:16:27 GMT -8
I immediately thought the idea COULD be cool, but also immediately thought that it would throw off the feel. Like HourEleven said, it makes the curve of results MUCH steeper. Also not sure I like it.
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Post by shadrack on Mar 28, 2014 6:20:03 GMT -8
All of those things are true.
I'm not trying to sway anyone, I just want to chat about a neat idea. I do know that he (the author) has some actual plays up, I may have to give them a listen.
It may be full of suck, or it may make people figure out ways to work in their aspects for things they aren't the best at. (then they can at least start off at +2)
It's always more interesting on Leverage to watch Elliot have to schmooze someone than it is to watch him punch someone, because you know how the punch will go, but the social stuff... leads to opportunities for greatness. It is always satisfying for him to get to punch someone though.
Perhaps some of the amounts need to be adjusted, I still have some looking into and thinking to do myself.
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carrotandstick
Apprentice Douchebag
Not a n00b. Not a bittervet. Just me.
Posts: 86
Preferred Game Systems: Fate
Favorite Species of Monkey: Librarian
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Post by carrotandstick on Apr 4, 2017 4:08:20 GMT -8
I heard about this a bit ago, but finally found it on the interwebs. The short version is that you have 2 pyramids, one for approaches (a la FAE) and one for Abilities (very broad skills). So, much like FAE, when you want to do something it matters how you do it (quickly, forcefully, carefully, etc.). and that affects your roll, also what you are doing is gradiated as well (athletics, combat, social, skilled). *intense joyful spasming* OH MY GOD I've been looking for someone else working on this problem I wonder what they used for the sixth ability *sees they encountered the exact same problem I did* *spasming resumes, but less joyfully* *rereads lists, realises they actually did solve the problem* *joyful spasming resumes* So I've been working on a Star Wars Two Column FAE hack for a while now and this post has solved my major roadblock. God bless, Shadrack. If folks are interested, I think people might get a kick out of how I modelled Force users. =P Peace!
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carrotandstick
Apprentice Douchebag
Not a n00b. Not a bittervet. Just me.
Posts: 86
Preferred Game Systems: Fate
Favorite Species of Monkey: Librarian
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Post by carrotandstick on Apr 4, 2017 4:13:02 GMT -8
Huh. That's interesting. It reduces the power of both (3,2,2,1,1,0 -> 2,1,1,0,0) assuming you will always be combing the two. It reduces your average bonus by just a hair across the board (something like a drop from +1.5 to +1.24 or so) but since Fate is about succeeding when you need to (stunts and aspects) and going with the flow the rest of the time, I could see this working pretty well. The only problem I see is that it allows for much higher highs and lower lows. The odds of rolling with zero bonus is much higher. Instead of the one approach you suck at, you have 4 combinations of suck. Also, straight out if the gates there is a roll a player can make with +4. It makes Much Much more specialized characters. I'll need to think on this more and post later... I didn't see this as a problem per se, because the two column approach, I hope, will make characters much more likely to attempt slightly off specialisation solutions if they feel they can cobble a pair of +1s together, for example. That said, my solution was as follows: "Put +2, +1, +1 into both Approaches and Talents. Then choose and apply one of the following to both. You can choose a different option for each. Default: Increase one +1 to +2. Increase one +0 to +1. Focused (one only): Increase your +2 to +3. Increase one +1 to +2. Generalised (one only): Increase two +0s to +1s." Yes, this does put the skill peak at +5, but depending on the game (Star Wars for me) this can be entirely in keeping with the source material (looking at you Poe Dameron).
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Post by Deleted on Apr 5, 2017 2:22:30 GMT -8
I was making a two column fae hack for MS Gundam. It never got off the ground because the group who was going to play it split up due to scheduling conflicts. It uses an early version of approaches and cortex drama's motivations (which I call reasons, though I suppose motivations might have been a better term). Anyway, here it is:
Approaches describe how you do things. This game uses four of them that you must rate. You may apply each rating once. The ratings are +2, +1, +1, +0. The four approaches are:
Force - When you take on a problem directly and bluntly.
Wits - When you think your way through or around a problem.
Resolve - When you apply tenacity and certitude to solve a problem.
Grace - When you apply precision to solve a problem.
These definitions are loose and not all encompassing, but serve as a rough guideline. As our group consists of four players, it is our hope that each will embody one of these approaches as their zenith.
Reasons describe why you do things. They fill a partnership with Approaches in creating the base effort of the character before fate (in the form of dice, invokes, etc) can create the final effort. As such their ratings are added to that of the approach. Unlike approaches, Reasons are rated +3, +2, +2, +1, +1, +0. The six of them are:
Duty - Because of your need to fulfill an obligation.
Love - Because of your need to act in accordance to desires of the heart.
Glory - Because of your need for recognition and accolades.
Power - Because of your need to gather assets without need or obligation.
Truth - Because of your need to look beyond and see things as they truly are.
Justice - Because of your need to balance the scales and see wrongs righted.
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