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![]() The FATE thread! FATE is a roleplaying system that's being used by many games right now. It's probably the most “mainstream” indie system since it has spread between several companies and games, and has grown quite a lot since it's roots on the FUDGE system. But, How does it work? (FATE DICE) There are two important core mechanics that define the system and make it awesome. The first of them is called The ladder. ![]() This represents the degrees of everything that goes on in the game (from skills to difficulties) and it's read using both the adjective and the value, with MEDIOCRE (0) as the base value. Anything above mediocre (0) is somewhat challenging, or represents training in a particular skill, and anything beneath is ridiculously easy or a big flaw in your character (like a mute zombie barbarian with Terrible(-2) social skills) As Evil Mastermind put it in his Let's Read: Evil Mastermind posted:(I'd like to take a moment here to point out one of the things I love about Fate: the Ladder is universal to every Fate game, which means that all the games operate on more or less the same scale. This makes it really easy to pull parts of one Fate game and plug them into another with only minor difficulty.) While the competences of the characters vary a lot (from gritty to over the top pulp heroes), the ladder always remains the same, making it easy to judge difficulties and power from game to game. The second core mechanic are aspects and fate points. Aspects are basically descriptions that you stick to anything in the game so you can use them without creating specific rules for every interaction or quirk. Things like “Fast” for a car, “Slippery” for a floor, “Falls in love easily” for a character, etc. They represent the real meat of any stat block, the few lines that make whatever it is you're stating an actual, dynamic part of the world and the game. Fate points are the currency in which you pay your use of these aspects, or are rewarded by their use against you. Fate points and Aspects are used in five simple ways: Invoking: By paying a FATE point you can, after a roll, use your character's aspect it it relates to the action taking place, in order to gain a +2 bonus for it, or re-roll the dice. A single aspect can only be Invoked once for each action, but you can invoke several if they apply. quote:Hugoon Chavez reads a post in the Something Awful forum that berates another Goon for liking ad&d better than d&d 4th, and springs to the action! Invoking his Filthy Grognard aspect, he gains a +2 to his poo poo posting roll, but he still does poorly. But wait! The goon being berated is actually a goonnette! Hugoon Chavez then invokes his “The SA White Knight” aspect and re-rolls, scoring a superb (+5) result and making a poor kid that doesn't know how to play a real MAN's roleplaying game cry running to mommy and WotC. Compelling: Whenever an aspect should act against you, impeding you to perform something well or forcing you to act in a way that could end up badly, it gets Compelled. Taking the hit means earning a Fate Point for later use! This is the easiest way to earn Fate points, and a good GM knows to compel aspects that make the scene more fun and challenging, not to mention that it creates a lot of good roleplaying. quote:Hugoon Chavez is once again Browsing the SA forums, when he finds a thread about a racial riot somewhere in the world. He already has somewhat of a reputation for being a bit non PC on the forums, and he knows that another post showing his beliefs would end up badly. However, he has a date with the obese Pizza Girl in a couple hours, and he knows he needs those Fate Points, so he accepts the compel of his “I'm not a racist, BUT...” aspect and posts anyhow. Declarations: a declaration is when the player uses an aspect to take brief control of the scene. With a declaration you can make certain things related to your aspect happen, like a cousin from your “Big-rear end redneck family” show up at that Kidd Rock concert. Declarations make the players more invested in their stories and characters, and create a more collective game where every PC is an actual part of the story. quote:Hugoon Chavez is bragging about his military training and gun collection to his date. Everything is going smoothly and he might get lucky tonight and touch a boob! Pizza Girl moves her mass to the bathroom, but not before telling Hugoon that she's an Outerkin and really into polyamory. Tagging: A tag works like an invoke, except that instead of using your own aspect, you use the scene's, or even your enemy's! quote:Hugoon Tries to impress Pizza Girl when she comes back from the bathroom, and flatters her, admiring her ICP pin, and using a Fate Point to tag her “Juggallo” aspect. He doesn't want to pull any punches, he wants to lose his virginity tonight! So the last fate point is spent tagging the “Kinda nice if you like greasy joints” aspect of the KFC, to get her Fat Cinderella to realize just how romantic he is. Maneuvers: are everything your character does in game to change the scene, your enemies or surroundings. Tripping enemies, setting a building on fire, making a terrifying speech to get the people at town scared and hopeless, etc. Maneuvers set a temporary aspect on the thing you are influencing (provided you pass the roll) that you can invoke later to gain the full benefit. One of the amazing things FATE has is maneuvers in combat: whenever you place a temporary aspect, the first invoke doesn't cost Fate Points, and you can give this benefit to a friend! That way you can create a maneuver on an enemy (for instance, intimidate him so he becomes afraid) and let your more combat oriented friend take advantage of it! quote:Hugoon Chavez talks about his video collection to his date, and rolls to put a temporary “Curious about tentacle porn” aspect on the obese princess. After succeeding, he gets a free tag on it to help his seduction rolls, and gets her to come over to his house! Besides these two main mechanics, there are a couple of other important ones: Stress tracks are the Hit Points of the system. It works differently from game to game, but it's basically a track in which you take damage as “stress”. Reach your maximum and you are Taken Out, which can mean a lot of different things depending on the situation and the attack. Besides stress, there are Complications, which are temporary aspects that you can receive to mitigate some stress and vary in severity. The least severe Complication may give you a “bruised” aspect and reduce incoming stress a little bit, while the most extreme one can mean a “Collapsed Lung” but basically ignore all the stress. These Complications work like any aspect, meaning you can invoke them, compel them, or get them tagged by enemies (and they WILL get their free first tag) Taking the place of d&d feats, Stunts allow your character to gain a specific and constant bonus (usually +1 if it's something common, like +1 damage with guns, or +2 for something less common, like +2 to rolls for making a disarm maneuver), or to break the rules a little bit (bigger stress tracks, doing an action with a different skill than it should take(Might instead of Meele for a kung fu fighter), etc) Blocks are special maneuvers that instead of placing and aspect, directly stop people for performing certain actions. For instance, cover fire is a block against movement using your guns skill. It basically means that anyone that tries the action which you are blocking will have to first compete against your block. quote:Hugoon takes Flappy Female to his bedroom to show him his tentacle anime videos and maybe something else that's also gross and sticky. However, there's a bunch of pictures and some files about said girl in his desk, the product of months of silent reconnaissance. Some people find this disturbing and call it “stalking”, so he tries to prevent her from seeing them. But, what about dice? ![]() FATE uses FATE dice, except for some specific games. FATE dice are six-sided dice without numbers, instead with two “-”, two “+” and two blank spaces. You roll 4 dice and add the, together, rolling between -4 and +4, and adding that to a skill for a result. You can use regular six sided dice replacing 1 and 2 with -, 3 and 4 with 0, and 4 and 6 with +. It works just the same and even if it seems a little unintuitive at first, it's actually quite easy. Some games (mostly Cubicle 7's) use a different way of rolling, instead having two 6-faced dice, one positive and one negative. Roll them, add them, get a result. This gives results between -5 and +5, making it a little more random but not that much different (since results in both systems average to +-1) quote:For example, our Goon Gentleman has Good (+3) Deceit skills. He tries to bluff his Busty Vixen friend and get her to believe that he's an ex-marine. Cooperative character creation Almost every game that uses FATE has very similar rules for creating characters, and it's very awesome. The process is a collective effort between all members of the game. It takes place in a few phases and focuses on creating a cool, well rounded character that fits right into the game. Every phase defines a certain number of aspects and are very tied to the events you describe on each one. The first couple of phases have to do with your character's background. The first one is usually his early years, then the second talks about that time were your character became what he is today. The rest are where the fun begins. You create an legend, adventure, epic tale of badass or small story that talks about your characters first real moment of awesome, the start of his many great stories. Usually this takes the form of a small tale that could be in the back cover of any pulpy novel. quote:Hugoon Chavez in... The Cheetos cheat! After that, a player gives his adventure to some else and receives one from another player. Then, they discuss how the characters can each form part in the other's legend, and write it down. This way, every character has been part of someone else tale of awesome! quote:Pizza Girl in... Chasing tail! Is that it? Yes/no! Those are just the very basics of FATE. Every iteration of the system adds something else. From Dresden File's magic system to Kerberos Club's custom power skills, FATE mutates between games, but it's always simple, fast and fun. Go play it now! Hugoon Chavez fucked around with this message at Dec 17, 2011 around 20:04 |
| # ? Dec 17, 2011 18:12 |
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| # ? May 24, 2013 17:46 |
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Reserved for games comparison
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| # ? Dec 17, 2011 18:12 |
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First of all, great OP, pretty enjoyable read and helped explain very well how the system works. That said, I didn't really understand how the FATE dices work, could you explain a little better? Maybe with an example cause I'm a dumbass?
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| # ? Dec 17, 2011 18:56 |
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Sure thing! I edited the OP with a small example of the three different ways to roll, for future reference. Here it is anyway:quote:For example, our Goon Gentleman has Good (+3) Deceit skills. He tries to bluff his Busty Vixen friend and get her to believe that he's an ex-marine. I'll have the different games better explained in a few days, and whenever I get time I'll stat some characters for you to see. Meanwhile, I can recommend for you guys to read Evil Mastermind's amazing let's read in the FATAL thread. Edit: links! 1 http://forums.somethingawful.com/sh...ostid=398391482 2 http://forums.somethingawful.com/sh...ostid=398580072 Hugoon Chavez fucked around with this message at Dec 17, 2011 around 20:37 |
| # ? Dec 17, 2011 20:08 |
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Ah, I get it now, thanks for the explanation. This seems like a pretty good system, but looking at the sites about it (faterpg and the store), they are pretty lovely, which is a shame.
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| # ? Dec 17, 2011 20:10 |
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They ARE quite lovely, it's pretty sad but FATE has a very low presence on the internet, even after Dresden having sold as it did. Kinda why I wanted to start a thread, we need more FATE information out there.
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| # ? Dec 17, 2011 20:38 |
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Excellent! A few of the regular players in our Pathfinder game will be away for the holiday, so we'll be playing FATE for the next three weeks. I had only a vague idea what we're getting into, but this makes it much more clear. Are FATE iterations like other games' modules? All I know of our setting is that we're going for a sci-fi-comedy theme. Any idea what that could be?
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| # ? Dec 17, 2011 20:41 |
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No, don't get me wrong, they are all different games even though they share the basics of the system. You play pathfinder, think about fate like the d20 system. Sure the many games that use it ar very similar and you can probably combine parts of each, but they are different games and intended to be played like that! As for the sci-fi comedy thing, there are three FATE games that deal with sci-fi, but two of them are a bit too dense for a single off session (starblazer adventures is space opera pulp, but a giant 600 page toolkit, and Diaspora is hard sci-fi and kinda deep). The other one is more light, Bulldogs, but I haven't read it so I can't comment much. For a pick up game to play between campaigns, you can't go wrong with the original Fate game, spirit of the century. It's 1800s pulp buy it can easily be converted to a light space game. Almost no thinkering required if you aren't looking for something serious. If you like it, THEN you can consider checking out starblazer.
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| # ? Dec 17, 2011 22:43 |
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Hugoon Chavez posted:No, don't get me wrong, they are all different games even though they share the basics of the system. You play pathfinder, think about fate like the d20 system. Sure the many games that use it ar very similar and you can probably combine parts of each, but they are different games and intended to be played like that! In other words, FATE is not GURPS. Here are some quick video reviews of Diaspora, Bulldogs, and Starblazer Adventures.
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| # ? Dec 18, 2011 01:01 |
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I Am The Scum posted:In other words, FATE is not GURPS. Except for Strands of Fate!. However SoF is a more clunkier FATE and requires more preparation, although it can be awesome and it's very flexible. I'll add those links to the game comparison when I come around and post it. I'm just about to buy Legends of Anglerre when I get my extra pay. I like 4th ed. but the sword & sorcery vibe from LoA really calls to me, no to mention FATE's inherent awesomeness. I've been toying around with the idea of running eberron using LoA, since it's such a cinematic setting, anyone thought about this?
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| # ? Dec 18, 2011 10:22 |
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LogicNinja beat you to it, and it sounds like he's having an absolute blast. I don't see any reason why you couldn't just charge ahead and do it as well!
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| # ? Dec 18, 2011 22:47 |
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Hugoon Chavez posted:For a pick up game to play between campaigns, you can't go wrong with the original Fate game, spirit of the century. It's 1800s pulp buy it can easily be converted to a light space game. Almost no thinkering required if you aren't looking for something serious. And has a super great system for building any powers you want from street level antics to cosmic grade stuff and everything between. Kerberos Club 4 lyfe.
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| # ? Dec 19, 2011 01:02 |
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Hyperactive posted:And has a super great system for building any powers you want from street level antics to cosmic grade stuff and everything between. Indeed. My playtest group consisted of:
I believe someone asked me to review Fate Kerberos Club, so that might be coming up after I finish Part Time Gods or Legends of Anglerre, whichever comes first.
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| # ? Dec 19, 2011 02:26 |
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Oh, and I should mention some Neat Fate Stuff most people wouldn't know about : The "Tri-Fold Fate" documents made by TheMouse over at RPGNet: Tri-Fold Fate Tri-Fold Fantasy Fate Aspect-Only Tri-Fold Compact Fate This thread generated the awesome "Fate Triange Chart": Dropbox copy, and the three-table version. (Since I didn't get to make the thread, I'm going to post the poo poo out of it instead.) Evil Mastermind fucked around with this message at Dec 19, 2011 around 20:15 |
| # ? Dec 19, 2011 02:50 |
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Hugoon Chavez posted:I'm just about to buy Legends of Anglerre when I get my extra pay. I like 4th ed. but the sword & sorcery vibe from LoA really calls to me, no to mention FATE's inherent awesomeness. I've been toying around with the idea of running eberron using LoA, since it's such a cinematic setting, anyone thought about this? Like Comment mentioned, I'm doing exactly this with my group and it works fantastically well. We ditched the unnecessarily cumbersome equipment rules in favor of Dresden Files-style "weapon rating, armor rating" equipment, and we're also using "check the box" stress instead of "fill in everything up to the amount of stress inflicted" to offset the lack of armor to offload consequences and such onto. BTW, after saving the Pontiff of Thrane (again) from royalist insurrection, we're now *official* Heroes of Thrane. We got a stained-glass window and everything. Thrane is now our vacation spot. We may be wanted criminals everywhere else, but in Paladinville, we're heroes! Of course, we immediately hosed off to Speaking of which, my reward for saving the Pontiff of Thrane was a cool magic cloak. It has Craftsmanship(Athletics), Unique Ability(Flight), and some third thing which I haven't defined yet. Suggestions?
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| # ? Dec 19, 2011 15:54 |
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Awesome, glad this thread finally got off the ground. Now I just need to talk Evil Mastermind into running an irc game so I can actually play with someone. I have a couple questions about how to handle some crunchy stuff that is generally abstracted by FATE. What is the best way to handle weapons? One setting I am thinking about converting is wh40k and there is a ton of different gear for different purposes. Since I mostly care about the flavor and not really the different stats, I was thinking that if a character wanted a proper gun they could take it as an equipment gift, add a couple of aspects relative to the gun. And since in strange fate you can switch/modify your gifts fairly regularly, switching gear isn't a hassle. The other thing is loot. My group cut its teeth on rifts and it is something that we would like to play again, just with a system that works. Our campaigns tended to involve a fair bit of mercenary work and killing poo poo to take their stuff. Is that something that is just handled by the players moving resources up in the pyramid to represent a big cash haul? I have also played around with the idea of replacing the social stress track with the wealth track from diaspora, as I think the composure track can adequately cover social combat and wealth based consequences would be fun in a group of greedy players.
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| # ? Dec 19, 2011 16:08 |
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Okay, I've been trying to understand this system for a while and I don't know what the hell was stopping me because now I Get It. Thanks, now I need to immediately grab all of my friends and convince them to play.
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| # ? Dec 19, 2011 16:08 |
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Demon_Corsair posted:Awesome, glad this thread finally got off the ground. Now I just need to talk Evil Mastermind into running an irc game so I can actually play with someone. Some players might feel like they're losing out on a big part of the appeal of RPGs, i.e. you never actually "level up", so be on the look out for that. Then again, you could probably follow an advancement philosophy from SotC or Dresden or something that actually adds to your characters' overall power. What's RIFTS without power creep?!
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| # ? Dec 19, 2011 16:24 |
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Demon_Corsair posted:Awesome, glad this thread finally got off the ground. Now I just need to talk Evil Mastermind into running an irc game so I can actually play with someone. I'm like the Fate go-to guy now? When did that happen? quote:I have a couple questions about how to handle some crunchy stuff that is generally abstracted by FATE. quote:The other thing is loot. My group cut its teeth on rifts and it is something that we would like to play again, just with a system that works. Our campaigns tended to involve a fair bit of mercenary work and killing poo poo to take their stuff. Is that something that is just handled by the players moving resources up in the pyramid to represent a big cash haul? I have also played around with the idea of replacing the social stress track with the wealth track from diaspora, as I think the composure track can adequately cover social combat and wealth based consequences would be fun in a group of greedy players. Bulldogs had a nice system for Resources, where it was a kind of combination skill and stress track. Wealth as a straight stress track works too, since that means people can attack it.
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| # ? Dec 19, 2011 16:28 |
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Evil Mastermind posted:I'm like the Fate go-to guy now? When did that happen? It was your destiny...
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| # ? Dec 19, 2011 16:40 |
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Hyperactive posted:I think your instincts are on target for both of these. Dunno how much of Diaspora you've read, but character advancement is less about getting better at everything and more about shuffling around what you already have. One of the examples specifically talks about raising one's Resources skill at the expense of another skill to represent your increased focus on one part of your life over another. I have really only given Diaspora a quick skim. I plan on using Strange fate, so there is a leveling up mechanic build in. Evil Mastermind posted:Resources is one of those weird situations where you're better off moving it out of the pyramid in games where getting and spending cash are a Big Deal. In most Fate games, actual "cash on hand" isn't important, and major aquisitions are handled through special items or Aspects. What do you mean by moving it out of the pyramid? I'm just mostly confused how I would handle something like clearing out a dungeon and dealing with the loot. Evil Mastermind posted:Wealth as a straight stress track works too, since that means people can attack it.
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| # ? Dec 19, 2011 16:40 |
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quote:What do you mean by moving it out of the pyramid? I'm just mostly confused how I would handle something like clearing out a dungeon and dealing with the loot. This probably isn't exactly the question you're looking to have answered, but if my players did something like take in a huge haul of gold, gems, and other non-specific items that provide wealth but not much individual flavor, I'd probably go with something like a temporary aspect (Monty Hauled (P)) they could invoke on for purchasing. I like having resources in the pyramid, that said, as a yardstick for major purchases, so this is almost certainly not what he'd have had in mind.
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| # ? Dec 19, 2011 16:46 |
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I Am The Scum posted:It was your destiny... Demon_Corsair posted:What do you mean by moving it out of the pyramid? I'm just mostly confused how I would handle something like clearing out a dungeon and dealing with the loot. quote:And, of course, highly-placed enemies will be able to attack your resources quite easily. "What do you mean, we're being evicted? We're paid up until the end of the year!" "Not according to your new lease..." Hell, you could even have Resource skills for each individual character, and have the Wealth track shared between everyone to represent group funds that anyone can dip into.
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| # ? Dec 19, 2011 16:53 |
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Evil Mastermind posted:I'd imagine that Wealth stress and Consequences would take a lot longer to clear out than normal types; maybe on an "adventure" scale, or even not at all until you made some skill rolls to reflect going to work and saving up. Diaspora posted:Wealth stress track hits are cleared at the end of any session in which the character takes no hits or Consequences against his Wealth stress track.
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| # ? Dec 19, 2011 17:17 |
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Evil Mastermind, your first dropbox link goes to a Kerberos Club cheatsheet, not the triangle chart. Strands also has an optional wealth track though I don't think the section on it has any particular insights that aren't in Diaspora. My problem with Fate is that there's too many options and I'm not 100% happy with any individual variant so whenever I go to start making stuff I end up getting sidetracked on hacking together my own franken-fate and never get anywhere. All this Kerberos Club talk is making me jealous. I ordered the pdf+print like a month ago but Arc Dream seems to have "misplaced" my order.
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| # ? Dec 19, 2011 19:09 |
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SavageMessiah posted:My problem with Fate is that there's too many options and I'm not 100% happy with any individual variant so whenever I go to start making stuff I end up getting sidetracked on hacking together my own franken-fate and never get anywhere. quote:All this Kerberos Club talk is making me jealous. I ordered the pdf+print like a month ago but Arc Dream seems to have "misplaced" my order. I kinda prefer the PDF to be honest. It's bookmarked like crazy and the physical book is pretty low quality. Like, my 20+ year old super-worn softcover Palladium books are sturdier.
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| # ? Dec 19, 2011 20:01 |
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SavageMessiah posted:Evil Mastermind, your first dropbox link goes to a Kerberos Club cheatsheet, not the triangle chart. I know the feeling. Currently, my frankenfate is Strange Fate, with Diasporas wealth track, and Dresden's magic system. And now I am thinking about checking out bulldogs! Hyperactive posted:Same here! Kerberos Club was the one that "clicked" for me and now I want to run everything in it forever. Mine came with no issues, but now the laminate on the covers is starting to peel off. Less then impressed with that. Makes me wish I liked reading these books on pdf.
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| # ? Dec 19, 2011 20:13 |
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SavageMessiah posted:Evil Mastermind, your first dropbox link goes to a Kerberos Club cheatsheet, not the triangle chart. quote:All this Kerberos Club talk is making me jealous. I ordered the pdf+print like a month ago but Arc Dream seems to have "misplaced" my order.
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| # ? Dec 19, 2011 20:14 |
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Did someone already do a one line summary of each variant? I'm pretty interested in fate, but what would the best incarnation be for a game thats basically a game of thrones rip off. Honestly i had this game idea, i watch 1 ep of game of thrones and i'm like "oh wait, this is it basically."
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| # ? Dec 20, 2011 01:09 |
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Evil Mastermind posted:Have you tried emailing Shane? He's pretty good at getting stuff like that sorted out. Yeah I did, and he forwarded an email he sent to someone else asking THEM where it was. Oh well, I have the pdf and I'm sure it will get here eventually. I really like the build your own skill stuff. And the replacing fate dice with d6s for power scaling. And collateral consequences. drat, what a neat system!
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| # ? Dec 20, 2011 03:41 |
Demon_Corsair posted:Awesome, glad this thread finally got off the ground. Now I just need to talk Evil Mastermind into running an irc game so I can actually play with someone. I don't know about Evil Mastermind, but I'm with you, if you ever find a way to play this on IRC, please PM me with the channel and stuff, I'd be up for it.
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| # ? Dec 20, 2011 12:31 |
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Strands of Fate just arrived in the mail. I don't know a drat thing about it beyond that it's a FATE game and takes a different approach than Strange FATE to Build Your Own Abilities. Exciting! If you're a big dumb nerd! Like me
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| # ? Dec 20, 2011 19:09 |
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Awww yeah a FATE thread! I posted before in the indie game thread about some things I did with my FATE game using Legends of Anglere as the baseline, to add 4e style powers to help bridge the gap for players who had mostly known 4e, are coming from video games, or want some help on thinking of their own neat maneuvers. Not only did doing it this way work really well for those wanting some easy, written down stuff to do, but it helped some others come up with their own repertoire too. Some are very similar (or even the same) as some maneuver examples in the main LoA book, some are trying to get close to some class features from 4e. Power Maneuvers Brute Smash Double weapon damage bonus to one target, but the weapon gains the “Damaged” aspect until repaired. If you do this a second time in an encounter the weapon is broken. Rushing Charge Athletics check to move zones modified by the target’s athletics skill bonus. With at least one shift you attack with weapon damage bonus +1. With heroic spin you push the target one zone as well. Mighty Push Athletics check to force an enemy a number of zones equal to half the shifts minus the size bonus. Dual Flourish Attack two separate enemies in the same zone with a -1 supplemental penalty to both attacks, and you gain the “Wide Open” aspect. Cleave Weapon damage bonus against all targets in the zone with a melee weapon, but you gain the “Off Balance” aspect Rogue’s Jab Sleight of Hand check to deal weapon damage bonus, and the target gains the “Dazed” aspect. Empty the Quiver Weapon damage bonus to all targets in one zone with a ranged weapon, but you gain the “Out of Ammo” and “Nearsighted” aspect. Warrior’s Taunt Intimidate or Rapport check against the target. If successful the target gains the “Marked” aspect. Trickster’s Feint Deceit or Burglary check. If successful, move 1 zone and gain the “On Guard” aspect. Disarm Melee Weapons check against target. If successful with at least one shift the target drops the weapon, with a penalty to pick it up increased by each shift of success by the disarmer. Stalwart Defender Endurance or Might check, full defense also lets you reduce ally damage by 2 within the same zone for that round.
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| # ? Dec 22, 2011 03:16 |
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There's one other thing I've worked with in LoA, and it comes from an issue I had with my players totally destroying any named monsters/npcs in combat, or being nearly untouhcable by blowing tons of fate points, turning what should be interesting encounters into fate point slogfests. What I came up with was some houseruled options for interesting "boss" fights. 1: Bosses Have Multiple Actions Similar to how 4e D&D gave solos multiple actions or ways to make additional saves, I've given bosses (for lack of a better term right now) three phases, being the start of the round, their normal turn from initiative, and the end of the round. As an example, a recent fight against a water/ice controlling magic user summoned the beginning of bubbling fissures in nearby zones at the start of the round, on his action used iced spells, and at the end of the round the bubbling zones became frozen solid trapping anyone in them and creating an aspect of "sheet of ice" in that zone. This way it encourages the ranged characters to move more and worry about multiple consequences beyond just minions tossed in as well. 2: Bosses Have Reasonable Phases In order to break up the usual actions and expectations of a longer fight, I wanted to add in unique elements that keep the characters on their toes or create suspense. In the same fight, I planned a reaction that at about half health the enemy summoned an icy suit of armor that basically created another whole phase to whittle down. The armor itself was treated as having an Armor Bonus of -3, 5 physical stress, and anyone attacking it in melee was hit with the aspect of "Frozen to the Bone" and their weapon "Brittle". It helped a lot because after the first attack did some damage, the fighter had to change tactics and let the other characters step in to get the armor off before the last phase of the boss was taken care of. 3: Bosses Have Unique Fate Point Use To avoid the trap of just trading fate points to say "I hit him" "no you don't!" "well now I do!" "Nu uh not now!", I decided to take a page from 4e D&D again and treat monsters differently from characters, meaning Fate Points can now be used for things like automatically soaking up a certain amount of damage, special abilities that burn Fate Points for auto damage or push backs, summoning minions out of turn, and more. My players really enjoyed this rather than finding it cheap, and the fights are still something they can learn from because the use of skills and standard LoA maneuvers and stunts still apply. But wait, did it work!? All in all I used these guidelines for the last game I ran after what was supposed to be a long, epic series of fights in a bandit cave against multiple specialized bandit lieutenants turned into one of the most anti-climatic, steamrolled encounters of any game I've ran. I wasn't sure what the players would think with the new format, but at the end of the session they unanimously said it was the most fun combat they had in FATE yet, was really exciting, and was much more engaging to each and every one of them. Two of them stated it was like some of the better 4e D&D tactical encounters taking a fraction of the time, with more freedom to boot.
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| # ? Dec 22, 2011 03:32 |
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Fenarisk posted:But wait, did it work!? Did you see the rules for Sum-Of-Parts creatures in LoA? Instead of fighting one big creature, you split the monster into "parts", so a dragon might (mechanically) be four creatures: its head, wings, claws/legs, and tail. Each has its own Physical stress track, attacks, and so on.
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| # ? Dec 22, 2011 04:05 |
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I'm curious about how "negative" aspects/consequences affect one's ability to perform tasks. I'll use an extreme example. Suppose Bob the Knight has taken the "severed leg" consequence. I take it this isn't something that we would ignore whenever mechanics are not involved, but is it meant to come into play every time he does something that normally requires two feet? What if he tries to run somewhere quickly? Does the ST just say, "Sorry, you can't do that with your one leg," or is this meant to be treated as a compulsion? What happens if Bob spends a fate point to decline the compulsion? Should he be required to come up with some in-world justification for his ability to move quickly despite his handicap? Well, it's downhill, so I just roll into a ball and travel Sonic-style. Also, when aspects are compelled, do they ever apply direct, mechanical penalties (such as a -2 to a roll) or is the character meant to merely play the part?
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| # ? Dec 22, 2011 20:39 |
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For something as extreme as that, "sorry, but no. You only have one leg." Consequences go away with time though. That would only be an appropriate consequence in a world where severed legs can get better. One of the FATEs I am not familiar with probably has a solution for this.
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| # ? Dec 22, 2011 20:59 |
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I Am The Scum posted:I'm curious about how "negative" aspects/consequences affect one's ability to perform tasks. I'll use an extreme example. I'm working on the Aspects chapter of the LoA thing, so that might be useful to read when I finish it. Until then... quote:Suppose Bob the Knight has taken the "severed leg" consequence. I take it this isn't something that we would ignore whenever mechanics are not involved, but is it meant to come into play every time he does something that normally requires two feet? quote:What if he tries to run somewhere quickly? Does the ST just say, "Sorry, you can't do that with your one leg," or is this meant to be treated as a compulsion? quote:What happens if Bob spends a fate point to decline the compulsion? Should he be required to come up with some in-world justification for his ability to move quickly despite his handicap? quote:Well, it's downhill, so I just roll into a ball and travel Sonic-style. ![]() quote:Also, when aspects are compelled, do they ever apply direct, mechanical penalties (such as a -2 to a roll) or is the character meant to merely play the part? Example: Thogdor the NPC orc wants to hit Bob. The GM rolls an overall +3 outcome on the attack, and spends a Fate point to tag "Severed leg"; that kicks the roll up to +5. Note that this doesn't force Bob to act in a certain way, nor does it affect his defensive roll. If the GM hadn't tagged "Severed leg", then it wouldn't have mattered for that attack or defense. e: Xand_Man posted:For something as extreme as that, "sorry, but no. You only have one leg."
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| # ? Dec 22, 2011 21:04 |
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Just my perspective here, but: If an aspect is holding a character back, it's always a compel, and the player always gets the option of taking the point and trying to find another course of action, or paying a point to ignore it. Even if a certain action were pretty silly under the circumstances (like Sir Oneleg trying to chase down and tackle a thief), I'd allow it with liberal use of "Yes, but" or "Yes, and". Remember that these kinds of heroic actions are going to be what people remember and laugh about long after the game's over, and they're only going to come up rarely because the player knows they'll bleed out all their fate points if they try to completely ignore the consequence. The books I've read usually portray compels as affecting options available to the character. If they take the compel, they seal off a course of action to solving the problem at hand and simply can't do it, no wrangling penalty values involved. If the character's "Hates wizards" aspect is compelled when negotiating with a wizard, they don't take a penalty, they just can't deal amicably with the guy. This complicates the problem, but doesn't make it unsolvable. Even if they can't talk earnestly with the wizard, they can still intimidate him into submission, even if it's going to be harder and have consequences later on.
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| # ? Dec 22, 2011 21:10 |
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| # ? May 24, 2013 17:46 |
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Fenarisk posted:But wait, did it work!? So how do you as a GM decide how many FATE points the opposition has to work with, anyway? Minions never get any, constructed creatures get twice their quality level minus stunts?
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| # ? Dec 22, 2011 22:55 |



















