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veekie
Dec 25, 2007

Dice of Chaos
The spellcasting stunts are all quite overpowered really.

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veekie
Dec 25, 2007

Dice of Chaos
Simply due to how magic works, Evocation, Thaumaturgy, and Sponsored Magic basically lets you substitute your spellcasting ability for nearly any skill out there on the fly, with ritual magic or focus items, you can also push the numbers well past anything else the group could pull.

Channeling and Ritual aren't so bad since they're fairly limited in scope, though battle magic being pumped to pretty absurd numbers still happens.

veekie fucked around with this message at 19:28 on Sep 26, 2013

veekie
Dec 25, 2007

Dice of Chaos
Yeah, it's very setting appropriate, it just turns every problem into a magic problem though.
Whether it's fact finding, tracking, gaining access, etc, you can throw Thaumaturgy at the problem and it goes away. You'd pretty rarely have a problem it can't hammer through, unless said problem was set up the same way.

veekie
Dec 25, 2007

Dice of Chaos

Transient People posted:

What, you guys are only catching up to the dice being plot-sensitive just now? I've been a firm believer in that since forever. The dice only respond to two stimuli: First, the plot kicking up, and two, a player's emotional state. A focused player whose head is in the game always, *always* rolls better, somehow. I blame the Heart of the Dice or something.

It's a good deal more entertaining to have a single player's misfortune skew the dice result distribution to center on -1 instead of 0. That was one seriously unlucky guy though.

veekie
Dec 25, 2007

Dice of Chaos

petrol blue posted:

It is hard to come up with them without space becoming not-very-empty. The diaspora system is pretty over-complex, I'd not really recommend it. In future, I'm planning on using the chase-scene rules from the toolkit, but it's not perfect by a long shot.

What kind of space travel are you working with?

Simple space combat aspects if your spacecraft are inert. Your relative velocities, angles and facing, which are all hard to change(and thus make nice scene aspects) since you spent a lot of time and energy getting those values to begin with.

veekie
Dec 25, 2007

Dice of Chaos

mistaya posted:

For enemy statting, you should want the enemy's defense stat (athletics or whatever else) to be very close to the party's attack stats. So if you have 3 PC's with +5 guns, your mooks should have +4 athletics (or +3 if you want them to blow up real quick) your regular bad guys should have +5, and your Big Bad should have +6 (probably augmented by stunts or other abilities.)

Fudge tends to roll 0, +1, or -1 the vast majority of the time. Take that into account when you're statting your baddies because it doesn't matter if they should probably only have +2 athletics if you were being realistic, if your PC's are rolling at +5 anything with a +2 is going to be slaughtered indiscriminately. You have to kinda inflate it for any real contest.

The other thing to remember is the zone should be more interesting than a white room. Have stage hazards and limitations, (darkness, civilians, walls, "On fire", incoming law enforcement etc) so that your PC's can't just spend every round attacking and combat feels much more like an action movie and less like a crunchy numbers game. Throwing in a time limit every now and again is a good change of pace too.

One option you can take is to have half your mooks running interference for the other half by simply dedicating themselves to creating and passing around aspects. This lets you get away with low stat mooks without them being instant stains. Or you could just combine multiple mooks into one higher stat character to just account for all that mess being done in the background.

veekie
Dec 25, 2007

Dice of Chaos
Mooks with ranged attacks, especially taking advantage of scene or setup aspects to hit, are pretty nasty. As long as they can hit at all, they limit the stress the PCs can handle when coming up to the significant fights, so use them freely that way.

For example, four grunts with guns, two of them create a Crossfire aspect on the scene and then pass the tags to the other two grunt, who each barely hit and clip off a box of stress. The players then crush them in a single hit, but when the boss fight comes, the costs reveal themselves.

veekie
Dec 25, 2007

Dice of Chaos
Naw, what I meant was, by occupying your lower stress boxes, when you take a high stress hit later, and pay it off with a consequence, you'd be STILL filling in your higher stress boxes, because the minions used up the first and second box with glancing hits.

EDIT:
If you take a 5 stress hit, you must check a box of 5th or higher. If you are unable to check a stress box, you are taken out, but you may take any number of consequences to decrease the hit, to 0 stress.

So their use depends on the fight. On a fight you expect to clear quickly and recover stress from, you avoid taking consequences, let them knock you out even. On a fight you MUST win, you take consequences in order to spread stress out across your track, keep the higher boxes open for big hits.

veekie fucked around with this message at 19:16 on Sep 30, 2013

veekie
Dec 25, 2007

Dice of Chaos
I think scene aspects is a better way to handle that really, especially when things like environmental features don't necessarily have their stress tracked, and FATE isn't much for tracking trivial details like that.

veekie
Dec 25, 2007

Dice of Chaos

Evil Mastermind posted:

Well, there's nothing wrong with saying "this special stress track doesn't refresh at the end of a scene, you have to use skills to clear boxes". Something like a survival or sanity track wouldn't clear out, but they wouldn't come into play as often.

Probably best to have the survival stress track not refresh at all except when you can rest and resupply properly. Your skills serve to avoid taking survival stress by eking out a subsistence across hostile terrain. Lesser resupply points might let you use your skills to scavenge something useful from an oasis or trade successfully with other travelers to justify healing survival consequences or reduce stress.

veekie
Dec 25, 2007

Dice of Chaos
Long sessions are pretty easy in Fate though, it's easy enough to come up with new enemies or plot. You just need a few short phrases for core aspects, note which 3 skills should be high and then wing the rest. Makes adhoc work simple.

veekie
Dec 25, 2007

Dice of Chaos

Ronwayne posted:

That sounds like a recipe for players needing to alpha strike and engage in all sort of groggy conflict avoidance.

...then again, my experience with FATE is Dresden and its need to one-shot an entire OOOOOO[mild][mod][severe] stress track in a single attack.

Okay, maybe not the need, but the desire to.

Bloody wizards and their ability to go two for one on attack spells, then throw all their bonuses into that roll. Having your weapon rating be set by the same roll that you use for targeting(and thus targeting overflow) is insane enough before you throw in all those focus items.

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veekie
Dec 25, 2007

Dice of Chaos
It kind of slows the game down to add one more step to attack resolution by rolling damage though.

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