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Fenarisk
Oct 26, 2005



Demon_Corsair posted:

Doesn't the dresden files magic system get a bit overpowered once you remove the in setting laws of magic.

I'm curious how you are going to go about character creation/modification, since most of the packages are tied very closely to the setting.

the more I think it over the more I want to do a mish mash for a different fantasy feel than anglerre. Themes would be classes maybe, and in my setting magic has a pretty serious physical drawback, not to mention the power would cost 3 refresh alone.

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scissorman
Feb 7, 2011


Verr posted:

Does anyone have any good pre-made one shots for FATE?

I'm running a LoA game, but I'd like to familiarize my players with the system before forcing them to make characters. They're also sort of traditional D&D 3.5 types, so this one-shot could make or break FATE (That i'm in love with) for them.

E: Also, I'm looking for some fantasy pulp novels and books to read for idea. If anyone has any recommendations, shoot.
Does it have to be a LoA scenario ?
Spirit of the century, the original Fate system, works very well when doing oneshots.
You could either use the included adventure "The nether agenda" or maybe look for some of the con scenarios.
It also includes guidelines on how to run a pickup game, complete with rules for fast character creation.

You could also use one of the two adventures ("The Sirens of Simris" and "Dreams on Dragon Island") or even the random adventure generator in the recently published LoA companion book.

Danoss
Mar 8, 2011



Verr posted:

Does anyone have any good pre-made one shots for FATE?

I haven't yet read them or run/played them, but there are a few official Dresden Files RPG one-shots out there. They're free at DriveThruRPG.
I don't know how useful they'll be to you, but I didn't think it could hurt. Plus, anyone who could make use of them and wasn't aware of them now can.

AlphaDog
Sep 27, 2004

Destroyer of Hardware

OK, so I'm sold on FATE.

Can I run a deadlands-esque weird west type game with it? What books should I get in order to do that?

Doc Hawkins
Jun 15, 2010

Dashing, you say? But I'm not even moving!


Almost certainly Dresden Files: it's the only one with guns AND zombies.

AlphaDog
Sep 27, 2004

Destroyer of Hardware

Cool, I'll have a look for Dresden Files and gently caress with the rules until it looks right.

Edit: I see the FATE core rulebook is not available yet. A friend thinks they have a copy of Strands Of Fate. Would that work?

Also, thinking of trying to keep the Deadlands feel by using playing cards in place of dice. I was thinking that if I remove one suit from a deck of cards, the remaining suits could be +1, 0, and -1. Would leaving the jokers in there to be "autosuccess" and "autofail" work, or will that skew the probabilities too much? I can just buy a deck of cards for every player this way, they're cheap.

AlphaDog fucked around with this message at Jan 22, 2012 around 09:24

Tollymain
Jul 9, 2010

we are all fucked
we are all s8ved


That's kind of a cool idea, actually. A hand of Fate, so to speak.

And then using poker chips for Fate points suddenly turns into a whole thematic thing.

Transient People
Dec 22, 2011


AlphaDog posted:

Cool, I'll have a look for Dresden Files and gently caress with the rules until it looks right.

Edit: I see the FATE core rulebook is not available yet. A friend thinks they have a copy of Strands Of Fate. Would that work?

Also, thinking of trying to keep the Deadlands feel by using playing cards in place of dice. I was thinking that if I remove one suit from a deck of cards, the remaining suits could be +1, 0, and -1. Would leaving the jokers in there to be "autosuccess" and "autofail" work, or will that skew the probabilities too much? I can just buy a deck of cards for every player this way, they're cheap.

Lemme do ya one better AlphaDog. If Deadlands uses cards, why not do it this way?

-Diamonds: Plus One.
-Hearts: Null.
-Clubs: Minus One.
-Spades: Special. Spades are basically 'the same, but more'. When you draw one, draw again. If you succeed with a Spade in hand, you generate Spin, even when you normally wouldn't, or gain additional spin in the case of overwhelming success. If you fail, you get an extra Aspect tacked onto you for an exchange that enemies can exploit!1
-Jokers: Draw again. If a plus, gain an extra bonus. If a minus, take an extra penalty. If you get a Heart, you gain an extra bonus, turning the Heart into a Diamond, effectively. If you drew a Spade, welp, it's time to make the scene more interesting. Instead of the usual Spade effect, the player gains a Fate Point and something happens to the scene. A haunted spirit pops up, a localized thunderstorm begins to rage, or something else. Whatever it happens, it should up the stakes!

1: Not really a serious suggestion, but if the Spade that comes up is the Ace of Spades, double up the bonuses or penalties. As a kickass band once said, 'Double up or quit! Double stake or split! It's the Ace of Spades!'. This might totally not fit Deadlands, since I don't know the setting much, but I think it's a neat quirk.

AlphaDog
Sep 27, 2004

Destroyer of Hardware

You guys are loving awesome, I knew I'd get great suggestions

Yep, the fact that Iwas going to use poker chips for fate points kinda gave me the idea, and cards-as-dice is pretty entrenched in Deadlands.

Transient People, that's a wonderful idea you have there. I'm going to use it wholesale.

I'm going to have a special effect ready for the "dead man's hand" (aces and eights of both suits), since that's absolutely Deadlands and is unlikely to come up. Probably I'll kill the character who draws it and let them rise gain as an undead cowboy (absolutely possible in the setting, you can even start like that in 1st ed).

AlphaDog fucked around with this message at Jan 22, 2012 around 11:42

Transient People
Dec 22, 2011


AlphaDog posted:

You guys are loving awesome, I knew I'd get great suggestions

Yep, the fact that Iwas going to use poker chips for fate points kinda gave me the idea, and cards-as-dice is pretty entrenched in Deadlands.

Transient People, that's a wonderful idea you have there. I'm going to use it wholesale (except the double up on ace of spades thing, that seems a little too random).

I'm going to have a special effect ready for the "dead man's hand" (aces and eights of both suits), since that's absolutely Deadlands and is unlikely to come up. Probably I'll kill the character who draws it and let them rise gain as an undead cowboy (absolutely possible in the setting, you can even start like that in 1st ed).

...drat, now you got me wanting to play a FATElands game. This always happens when FATE gets involved!

But it's nice to hear you liked the pitch, AlphaDog. Here's to hoping everything goes swell. If it does, be sure to tell us all about it!

AlphaDog
Sep 27, 2004

Destroyer of Hardware

I'll be sure to mention it, however it goes.

That said, it will be a few months. We've got to get through a 4th ed adventure GMd by a friend, and then the sequel I'm writing, and then I have to teach people FATE (which seems like it will be easy).

Evil Mastermind
Apr 28, 2008

You pick up the nugget of URANIUM and...

Oh that was so stupid. Why would you do that?


From the Fate blog:

Fred Hicks posted:

Fate Core’s full text rough draft is complete.

It enters into editing starting February 1st.

Darksaber
Oct 18, 2001

Our only option was to lose.
I wish to revise that.

Wait, people edit RPG books? Who knew.

I'm also working on starting my own Dresden Files game, hopefully within the month. The only thing I'm still fuzzy on is creating enemies. Are there any rough guidelines I could use? I suppose I'm spoiled by DnD's stupid easy encounter creation. Perhaps I'm missing it, as I'm still reading the two books, but I imagine you could get a rough idea based on how many stress boxes the opponent has or what their refresh is?

scissorman
Feb 7, 2011


I'm planning to run a SotC game and I have a question about designing combat encounters.
While the book gives some good DM advice, I haven't found any guidelines on how many enemies it takes to provide a good challenge for a given number of players.
Obviously I don't want to overwhelm the party but combat should last longer than one or two rounds.

Can anyone give me some advice on how to handle this ?

edit: ^^ Heh, strange coincidence

Dedman Walkin
Dec 20, 2006



Regarding DeadFate/Fatelands/etc, I really like the cards-as-dice idea. I wonder if you'll do something about the Fate Chips, as in Deadlands they came in different flavors and abilities. I admit I'm not that Fate-skilled, but maybe something like:

White Chip - as standard Fate Point
Red Chip - as White Chip, or can boost something (add a +2 bonus instead of +1, maybe tag two aspects instead of one, or tag and involke at the same time), but if you boost, the GM gets a free chip.
Blue - as Red, but no GM freebie chip
Legend - as Blue, but with either:
* cash it in for a full fate point refresh
* force one die roll to be completely rerolled
* something else rather neat

Feel free to fix/improve/offer pointers, and AlphaDog, let us know how DeadFate goes!

Transient People
Dec 22, 2011


Darksaber posted:

Wait, people edit RPG books? Who knew.

I'm also working on starting my own Dresden Files game, hopefully within the month. The only thing I'm still fuzzy on is creating enemies. Are there any rough guidelines I could use? I suppose I'm spoiled by DnD's stupid easy encounter creation. Perhaps I'm missing it, as I'm still reading the two books, but I imagine you could get a rough idea based on how many stress boxes the opponent has or what their refresh is?

Well, depends on what you want to do. Do you mean just general guidelines, or tricks for spicing things up?

Darksaber
Oct 18, 2001

Our only option was to lose.
I wish to revise that.

Mostly exactly what scissorman is asking, which is a strange rear end coincidence. As someone who hasn't built encounters for FATE before, is there any easy way to gauge an encounter relative to a party, so that I know I won't be dropping an accidental TPK on them?

Transient People
Dec 22, 2011


Well...yeah, but it's a bit of an eyeballing thing. In general, you gotta remember one thing: Action Economy is, like in all TRPGs, king. A single dude who hits a single character will never handle himself well, even if he's pretty scary, because PCs will suffocate him under a pile of FP. Never underestimate the power of an FP stock, and don't be afraid to give important monsters a healthy one (say, three to eight FP depending on the difficulty of the encounter), but try not to use them offensively - you'll oneshot players, and it's much better to reserve them for countering PCs and Compelling them out of their turn.

If you're doing minions, just accept they're going to die horribly to AoE and grin. They're there to make your PCs feel special, and you should use them as an opportunity to take a mental break. Three to four minions per combat-capable PC makes a good number, as they provide an adequate but easily wiped challenge.

For Adversaries, or strong-but-not-BBEG level foes, you want about one per character, or thereabouts. You can include more or less, but that's a good number to aim for. They should be either as good as the PCs, slightly better, or slightly worse. If they're weaker by more than one skill value, they're too weak and are glorified minions. Give these Adversaries a few FP, so they'll put up a fight. One per Adversary is a good number, maybe more or less, but just enough to save them from a horribly hosed up roll. Give them one or two aspects, pick the right stunts, and off you go!

As for BBEGs and bosses...that's where it gets tricky. If you've read Legends of Anglerre, the suggestion for making multipart monsters is a good one. If you want a *true* single mob, you're gonna need either insane defensive and offensive values (we're talking about defenses three points above the PC's skill values and +1 or +2 over offensive ones) or ways to hit multiple targets, if possible with multiple effects. For instance, this was what a boss mob for a Refresh 13 party of 3 looked like:

Choleretique Gamma
High Concept: Steampunk Assassin Bioroid
Other Aspects: As Calm As Death Itself, Fearsome but Fair, The Pale Boy Always Smiles.
FP: 5

Skills: Superb: Weapons, Athletics
Great: Endurance, Investigation, Might, Alertness, Conviction, Discipline
Other skills default to Fair.

Stunts: Wild Swing (+2 to attack roll, -2 to defenses until end of next exchange), Steel Hurricane (Fate Point for area attack), Parry Everything, Weapon Focus: Glass Blade.

Powers: Inhuman Strength, Inhuman Endurance.

Equipment: Glass Claymore (Weapon: 3)

Stress: Physical: OOOO(OO) Armor 1
Mental: OOOO
Social: OOO
---

This enemy was basically a Refresh 13 character, but specifically kitted out for obliterating multiple enemies and handling himself well in a fight. He defended against everything but mental attacks with Weapons, had a Fantastic Weapons skill, and a tie hit put a PC on the brink of eating a consequence. Needless to say, he was absolutely fearsome, because he was quite a few points above his listed values, had FP to burn to defend himself with, and could match even the martial experts of the party blow for blow. He went down after seven grueling turns, and the PCs took consequences from head to toe to take him down. Hope this huge-rear end post helps a bit!

Piell
Sep 3, 2006

(Dungeon) Master of Cruel Dice Rolls: when I recruit, people will die.

Darksaber posted:

Mostly exactly what scissorman is asking, which is a strange rear end coincidence. As someone who hasn't built encounters for FATE before, is there any easy way to gauge an encounter relative to a party, so that I know I won't be dropping an accidental TPK on them?

Look at the parties offensive and defensive scores. Equal scores will hit half the time, 1 lower will miss a majority of the time, 1 higher will hit most of the time. Lower than that is mooks who won't hit except on really lucky rolls, anything higher is a end boss who will almost always hit without fate points.

For Dresden Files, it really depends on what you're looking at. Simple refresh comparisons aren't the greatest since there are so many options, so (again) look at the attacks and defenses and compare. If you've got a party full of non-combat focused pure mortals, a single ghoul is terrifyingly competent, as opposed to a party of wizards and wereforms who find a single ghoul an equal match to one character.

Also for Dresden Files, look into dropping consequences for some enemies. Mooks and such can have a single minor or even no consequences, and surrender/flee/die when that is used/their stress track passes. Lieutenants can have minor/moderate, and full badguys can have the full set of minor/moderate/major. Also remember their scenes (for terms of recovery) should only be when they appear to the PCs or do something important!

Transient People
Dec 22, 2011


Piell posted:

Look at the parties offensive and defensive scores. Equal scores will hit half the time, 1 lower will miss a majority of the time, 1 higher will hit most of the time. Lower than that is mooks who won't hit except on really lucky rolls, anything higher is a end boss who will almost always hit without fate points.

For Dresden Files, it really depends on what you're looking at. Simple refresh comparisons aren't the greatest since there are so many options, so (again) look at the attacks and defenses and compare. If you've got a party full of non-combat focused pure mortals, a single ghoul is terrifyingly competent, as opposed to a party of wizards and wereforms who find a single ghoul an equal match to one character.

Also for Dresden Files, look into dropping consequences for some enemies. Mooks and such can have a single minor or even no consequences, and surrender/flee/die when that is used/their stress track passes. Lieutenants can have minor/moderate, and full badguys can have the full set of minor/moderate/major. Also remember their scenes (for terms of recovery) should only be when they appear to the PCs or do something important!

But a caveat for this: be wary about going for full consequences with bad guys if they have plenty of superhuman toughness or armor. It makes battles a real slog and you don't want that.

Byers2142
May 5, 2011

Imagine I said something deep here...


Glazius posted:

Definitely Diaspora. SBA is more pulpy sci-fi, Diaspora gets into the meat of positioning and energy consumption. (instead of your fuel track coming down, your heat track fills up)

I'd agree, Diaspora for the more structured Space Combat mini-game it offers. Take a look at the free PDF they offer of the Space Combat chapter. Even if you don't run the rest as Diaspora, you could pull that section over and use in any FATE game.

Now that I'm back from vacation, I'm going to start my write-up of Diaspora over on the FATAL & Friends thread; should have the first post in a day or two. I noticed an LoA game started while I was gone, so I'll hold off on starting my own for now.

ibntumart
Mar 18, 2007

Good, bad. I'm the one with the power of Shu, Heru, Amon, Zehuti, Aton, and Mehen.


Byers2142 posted:

I'd agree, Diaspora for the more structured Space Combat mini-game it offers. Take a look at the free PDF they offer of the Space Combat chapter. Even if you don't run the rest as Diaspora, you could pull that section over and use in any FATE game.

Now that I'm back from vacation, I'm going to start my write-up of Diaspora over on the FATAL & Friends thread; should have the first post in a day or two. I noticed an LoA game started while I was gone, so I'll hold off on starting my own for now.

I'm just going to say that I hope your write-up inspires some Diaspora recruitment. If nothing else, just making up clusters and essentially coming up with a little universe is so unbelievably fun.

Demon_Corsair
Mar 22, 2004

Goodbye stealing souls, hello stealing booty.

I have a question about compelling a player based on the armor they are wearing. If someone is wearing armour that has the noisy aspect, and are discussing sneaking past a guard, can I compel noisy to prevent (if he accepts the compel) him from trying to sneak by? And/or have the guard tag the noisy aspect to give him +2 on his alertness roll as they sneak by?


I am starting to regret picking up LOA, Kerberos club just seems to handle things like equipment so much more elegantly then LOA.

Comment
Feb 18, 2011


Demon_Corsair posted:

If someone is wearing armour that has the noisy aspect, and are discussing sneaking past a guard, can I compel noisy to prevent (if he accepts the compel) him from trying to sneak by? And/or have the guard tag the noisy aspect to give him +2 on his alertness roll as they sneak by?
Either of those options work, yes, although you won't really have to resort to the latter if the player accepts the compel.

Hyperactive
Mar 10, 2004

RICHARDS!

Quick interview with Fred, Mike, and I re: Atomic Robo, FATE, and our plans for mashing them together.

LogicNinja
Jan 21, 2011

...the blur blurs blurringly across the blurred blur in a blur of blurring blurriness that blurred...


Demon_Corsair posted:

I am starting to regret picking up LOA, Kerberos club just seems to handle things like equipment so much more elegantly then LOA.

Frankly, LoA has a lot of issues (clunky and overly-detailed equipment rules for one, and often too-fiddly and sometimes poorly copied-over stunts for another), but FATE is so drat good and modular I don't care. My group is just using DFRPG's equipment rules, for example.

Transient People
Dec 22, 2011


LogicNinja posted:

Frankly, LoA has a lot of issues (clunky and overly-detailed equipment rules for one, and often too-fiddly and sometimes poorly copied-over stunts for another), but FATE is so drat good and modular I don't care. My group is just using DFRPG's equipment rules, for example.

Yeah, basically use Dresden equipment rules on LoA and it works like a dream.

LogicNinja
Jan 21, 2011

...the blur blurs blurringly across the blurred blur in a blur of blurring blurriness that blurred...


Transient People posted:

Yeah, basically use Dresden equipment rules on LoA and it works like a dream.

This. Use whatever you want from various FATE games, just about. Want a wealth stress track from Diaspora (or wherever) for organizations? Boom, it's in. Want DFRPG chargen, with the High Concept, Trouble aspect, and non-pyramid-distributed skill points? You got it. Working with large Constructs and Organizations and such and want to bring in that rule from that one superhero game where players can offload some consequences onto the environment (as burning buildings, endangered bystanders, etc) that they can then clear through their actions? Can do.


I haven't forgotten that request for more info about the sky pirates thing, BTW, I've just been busy with relationship drama.

Transient People
Dec 22, 2011


S'all cool LG, it can wait. Real life is more important than retelling what happens in the elfgames.

Hyperactive
Mar 10, 2004

RICHARDS!

LogicNinja posted:

Use whatever you want from various FATE games
Out of everything I love about FATE, this is the part I love the most. One day I'll start up a project to FATE-ize Legends of the Wulin that'll consist almost entirely of stealing the great ideas of other FATE games.

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.


LogicNinja posted:

Frankly, LoA has a lot of issues (clunky and overly-detailed equipment rules for one, and often too-fiddly and sometimes poorly copied-over stunts for another), but FATE is so drat good and modular I don't care. My group is just using DFRPG's equipment rules, for example.

Does this mean something more than "okay, your battle axe is weapon:4, your plate is armor:2, your shield is armor:1, forget all this aspect and absorb consequence stuff"?

LogicNinja
Jan 21, 2011

...the blur blurs blurringly across the blurred blur in a blur of blurring blurriness that blurred...


Glazius posted:

Does this mean something more than "okay, your battle axe is weapon:4, your plate is armor:2, your shield is armor:1, forget all this aspect and absorb consequence stuff"?

Weapon rating, armor rating (no one really has armor, we're sky pirates), none of LoA's fiddly poo poo.

It helps makes weapons great, too, despite our storm wizard being able to affect huge areas.

LogicNinja fucked around with this message at Jan 24, 2012 around 04:10

Swagger Dagger
Dec 13, 2010

You are not machines. You are not cattle. You are men. You have the love of humanity in your hearts. You don't hate, only the unloved hate. Only the unloved and the unnatural.


Hyperactive posted:

Out of everything I love about FATE, this is the part I love the most. One day I'll start up a project to FATE-ize Legends of the Wulin that'll consist almost entirely of stealing the great ideas of other FATE games.

Legends of the Wulin already has the best part of FATE, though, since the Secret Arts are basically aspect tagging. I don't know why you'd want to get rid of stuff like the lake and still play Wulin unless you're just so into the setting you want it to be in everything.

Transient People
Dec 22, 2011


JohnWilkesGoonth posted:

Legends of the Wulin already has the best part of FATE, though, since the Secret Arts are basically aspect tagging. I don't know why you'd want to get rid of stuff like the lake and still play Wulin unless you're just so into the setting you want it to be in everything.

Well, when I read LotW, the setting looked amazing, but the mechanics elicited a reaction of 'the gently caress is this' from me. They're really not very clear compared to FATE, which is easy as pie to grasp. So I could see reasons to port it over.

Hyperactive
Mar 10, 2004

RICHARDS!

JohnWilkesGoonth posted:

Legends of the Wulin already has the best part of FATE, though, since the Secret Arts are basically aspect tagging. I don't know why you'd want to get rid of stuff like the lake and still play Wulin unless you're just so into the setting you want it to be in everything.
Agreed! I love LotW as-is. My only desire is to play around with FATE and LotW to see how they might work when mashed together. FATE is so hackable into other games/settings, and LotW is so hackable within its own context, the Big Stupid Nerd in me can't resist tinkering.

Transient People posted:

Well, when I read LotW, the setting looked amazing, but the mechanics elicited a reaction of 'the gently caress is this' from me. They're really not very clear compared to FATE, which is easy as pie to grasp. So I could see reasons to port it over.
LotW is definitely a game that needs a couple read throughs to fully wrap your head around what's going on. I'd also suggest making one or two characters. Otherwise it's a little like having a thousand puzzle pieces scattered on a table and imagining what they'd look like when properly assembled.

Demon_Corsair
Mar 22, 2004

Goodbye stealing souls, hello stealing booty.

Transient People posted:

Yeah, basically use Dresden equipment rules on LoA and it works like a dream.

That would probably work too. I love the way strange fate handles weapons. They just don't matter, unless you want them to matter, then you build them with character points.

But for a fantasy game I'm sure my players will want weapons. I will sneak a peek at the Dresden rules.

<3 the LOA treasure rules though.

Benjamin Black
Sep 8, 2008

Now wasn't that delicious?


Where are these Dresden rules people are talking about? I went to the Dresden website and from what I can tell it's not out yet.

Byers2142
May 5, 2011

Imagine I said something deep here...


Benjamin Black posted:

Where are these Dresden rules people are talking about? I went to the Dresden website and from what I can tell it's not out yet.

Here you go, enjoy!

Benjamin Black
Sep 8, 2008

Now wasn't that delicious?


Okay, well, let me start out by saying something a bit stupid-sounding: I want to run a game that feels like D&D, but isn't D&D. Why? Well... I've tried to run D&D 4th Edition online many a time, and it just never really works out. When you got a game with slow, tactical combat, it's exponentially harder to run in an online environment, where at any given time, your players can easily get distracted by being linked a funny youtube video. And.. quite frankly, I just played D&D 3.5 far too much and learned too many of its flaws to ever really enjoy it as much again.

Seeing as this is the most popular system on the forum at the moment, everyone just raving about it, I'm wondering if FATE can accomplish my goal. My big concern is that the only magic system I've heard about is in Dresden Files, which you have to buy to use. I think a defined magic system is pretty important to D&D, otherwise it doesn't really feel like D&D.

Any advice?

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Cyphoderus
Apr 21, 2010

I'll have you know, foxes have the finest call in nature


Benjamin Black posted:

Okay, well, let me start out by saying something a bit stupid-sounding: I want to run a game that feels like D&D, but isn't D&D. Why? Well... I've tried to run D&D 4th Edition online many a time, and it just never really works out. When you got a game with slow, tactical combat, it's exponentially harder to run in an online environment, where at any given time, your players can easily get distracted by being linked a funny youtube video. And.. quite frankly, I just played D&D 3.5 far too much and learned too many of its flaws to ever really enjoy it as much again.

Seeing as this is the most popular system on the forum at the moment, everyone just raving about it, I'm wondering if FATE can accomplish my goal. My big concern is that the only magic system I've heard about is in Dresden Files, which you have to buy to use. I think a defined magic system is pretty important to D&D, otherwise it doesn't really feel like D&D.

Any advice?

Evil Mastermind is doing a readthrough of Legends of Anglerre in the FATAL thread, and that has fantasy-oriented magic rules. But you still have to buy it. It was $12 not too long ago on drivethru, I think.

By the way, my own physical copy of LoA is in the mail right now. Thanks a lot, jerks.

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