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Apologies if it's been mentioned earlier, it's a big thread - but could someone suggest interesting things to use the mental stress track for? The 'normal' way it's hit, going by Fate Core, is to absorb hits from a Provoke attack, but that's pretty limited, compared to the numerous ways characters can get physically harmed. Obviously the answers depend on the setting, although general answers useful too. My current game is literally the DnD Eberron setting done in Fate, so defending against psychic attacks and mind control is possible, but as it is, even in a high-fantasy game the average adventurer is probably going to run into bandits with sharp knives more often than psychic monsters.
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# ¿ Jul 16, 2014 04:38 |
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# ¿ May 6, 2024 01:19 |
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Covok posted:I wonder what's everyone thoughts on No-Skill Fate. I don't know if it appears in any other works, but it can be found in the PWYW The Three Rocketeers supplement. The gist of the system differences go like this: What's the purpose of using this instead of using the 'Aspects Are Skills' variant where you just rate your Aspects with your High Concept at +4, two more at +3 and two more at +2?
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# ¿ Dec 10, 2015 00:15 |
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DarkAvenger211 posted:Is FATE Accelerated just a simplified ruleset for the game? How do people find using it over base FATE? This blog post covers the differences. Skills vs Approaches is the biggest 'visible' difference. My personal view is that Approaches make sense when either: - in a traditional skill system, everyone would have almost identical skills; your style of doing things is much more important than the specific thing you're doing - your characters are so wildly divergent that a regular skill system simply wouldn't make sense. e.g. "we're playing spooky Halloween monsters, who cares wtf my Drive skill is"
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# ¿ Feb 15, 2023 03:43 |