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Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
Did part 1 of a Freeport 2-shot. I don't know about using D&D stats for approaches.

The cool thing about FATE is you can generally, but not always, focus on using your characters strengthes. My guy's a '30s boxer, say: his conversations are forceful, his punches are forceful, and his blocks are forceful.

Well, the GM wants to put me on the back foot. He puts my boxer in a foot chase through broken ground (which I have to be careful or quick in). He lets me get the drop on some mobsters if I'm sneaky. In a moment of comic relief, my little brother wants him to learn to juggle (requiring some flashyness).

With D&D approaches, you can make an argument that all of those approaches could be DEXTERITY. (Heck, a stunt could say, Since I'm a Stick-and-Move fighter, I can use DEXTERITY in boxing offense. I can keep Forceful as a dump stat!)

The game itself was awesome, however. I played an Urchin Messiah/cabin boy, who believed (rightfully) that upcoming hurricanes were a sign of the end times.
His trouble aspect was "They tell me, I obey."

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Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
I played a playtest of it and was thoroughly intrigued. It's a setting where every location offers a deeply different game. (We were Agents of the Crown, British spies exploring Manchuria. If we had chosen something else, we'd be neo-rum runners defending Chicago from mutants or White Russians trying to destroy Science City 17.)

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.

TheDemon posted:

You also have a lot more freedom with stunts when statting up NPCs. I wanted a character to be basically invincible, so I gave him this stunt:
Stunt: Always wins the roll in a contest of strength or power by +1.

I would offer players a Fate Point if they lose a encounter, and say you're tagging the villain's "Not Til I'm Ready!" aspect.
(It's the same, mechanically, as asking them to concede a contest without taking consequences).

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.

Scrape posted:

so my talkative partner decides to play to his strengths: he pulls out the "it's over, you've lost, give it up" line and rolls Rapport.

Actually, rapport is for creating advantages. Only Provoke is used for social attacks (just like Empathy is used for social defense).

I agree that mixing Social/Physical combat is great for genre emulation. The X-Men defeat a lot of villains through a mix of lasers and argumentation.

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
Remember, aspects are Always True, so if your teen girl protagonist is dissing everyone to defeat, someone can roll resources to create a "wearing earmuffs" aspect. The same's true of the Ogre Barbarian - what's he gonna do when he's facing someone Out of Reach, Ghostly, or Made of Jelly? You use the FP economy to trigger people's "Overly Patriotic" troubles to get them to agree to a drinking contest before the big footrace, or trigger "Lying Bastard" one to bring out an old flame before his wedding proposal. If your characters are dead set on winning with one stat, give'em plenty, but them the power of diversity too.

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
Aspects are always true. So if you have MKUltra Power Armor Mach 3, and you and your GM come to the agreement that it flies and shoots lasers, then you can make a "Shoot" attack with it, a "Pilot" action with it, and be compelled to answer to the FAA.

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
You'll want to read "No Exit" and "Fight Fire" from the "Worlds of Fate" book. No Exit is about your character progressing emotionally, from a wreck to someone at terms with their past life. "Fight Fire" is unique in that consequences don't go away-- they become part of your aspects. So instead of "Hotshot Fire Captain" you're "Hotshot Fire Captain with a drinking problem" or "Toby's Got My back... before the 7/11 Fire."

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
You really can't combine the approaches of Fate and AW*. They both have similar design goals, the biggest of which "make failure interesting." I've played roughly the same amount of both, run both (Dungeon World, Monsterhearts, Fate Core, FAE, a tiny bit of AE*, and hacks of both systems).

They cannot be adequately combined.

Fate is an empowering system for heroes who succeed more than they fail, but when they fail it's usually because of who they are. You start the game with 3 Do-Overs, and you decide how you're going to fail. [That's why everyone gets a High Concept and a Trouble; you make the trouble I Drink 10 nights a week, your character is an alcoholic. You're signalling to the GM that you want your character's alcoholism to complicate their life. If you make your trouble Foe of the Karusati Ninjas, you're saying "I want some ninja problems." If it's "Leadfoot" or "Adrenaline Junkie", your foilable will land you in hot, exciting water.]

In Monsterhearts, your problems largely stem from your weaknesses (low hot or cold means you're socially inadequate, low volatile means you get stomped or trapped in bad situations, low dark means the other side won't help you when you need it). You work towards what you want, and use your Satan given powers to get what you want. That's an intentional design space; sexy teen vampires can turn someone on or shut someone down, but they can't negotiate equal terms or tell a friend to let it out. The problems are universal, really: you're a weird powerful outsider in a world that you can destroy easily.

Dungeon World gives you the weaknesses of the dice; at level 1, you're bad at something, good at a few things, great at one thing. But there's also no weakness mechanic; if you're a mage who drinks a lot, you don't get rewarded for not having the relevant potion or conning it down the river. Players are heroes who focus on their strengths and learn something when they fail, but it takes a lot of failure (6-) add up to a level.

All these systems are fun. Dungeon World and Monster Hearts have an advantage over fate in their adaptability. All fate characters are going to be using the same core skills*. Monsterhearts has probably has 10 good expansion skins that explore things from being a "nobody understands me" Mad Scientist to an easily enraged, hard to love Minotaur**. Fate is Fate; you get FP, you invoke your aspects, you use your stunts.

But the basics approaches to how players define their setbacks means the systems aren't compatible for unification. They don't need to be; they do their job perfectly well.

*There ARE some variants; Fight Fire has a 7 skill setlist, where half the skills are fire fighting techniques and the others are things like Cope and Care. No Exit adds amnesia elements, and Court/Ship is heavily about aliens and life at Versailles under the Sun King.
**The Minotaur came out last week, along with the Shadow. The Shadow was your childhood friend; he doesn't like you having new friends.

Golden Bee fucked around with this message at 22:42 on Feb 18, 2016

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
The Druid is the only core class you mentioned; you can't compare someone's made up classes to the systems as created.

And the druid's "weakness" is only when it uses one of its powers; it doesn't even have the normal restrictions of "No wearing/using metal".

Shapechange isn't a mechanically reinforced Trouble, it's a change of method.

You don't get a benefit from turning into a housecat then trying to attack an ogre, your GM will just tell you that it isn't possible.
It's the same as having an aspect like I've Flown Every Ship in the Fleet or Atlantean Physiology. It allows you to do things you normally wouldn't be able to do (Fly a capital ship and a class Z- escape pod without issue, or breathe underwater and survive crushing pressures).



(Shapechange also gives 1 hold even on a 6-, so for weaknesses, it isn't particularly weak).

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.

MadScientistWorking posted:

If you really want to be pedantic about it then I'll jump to an infinitely better designed core and point out that over a half a dozen of the Apocalypse World classes have similar mechanics.

I don't know of a world where you can discuss the reward systems of indie RPGs while parasailing with supermodels. I'll take a look tomorrow - which classes?

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
Fenarisk:

I don't like 2d6*, even though it's bell-curved.

The reason Fate dice rule is that their swingyness is minor. If your peak skill is Great (+4) Burglary, 63.0% of the time you gonna get that +3, +4 or +5. D6-d6 is more swingy.

Fate is absolutely wonderful as a GM to predict how a PC will do. I create a situation where they'll use a talent, set a difficulty (at the level, below, above, or way above), and let'em do it. I know based on their FP what they'll likely get.


The reason why it's good for the GM to roll is that it continues the fate fractal. Remember, the GM gets a FP for every PC in every scene, and PCs can spend FP to compel villain's weaknesses. A good amount of Star Wars was spent making investigate checks on the Death Star, so the rebels could create the aspect "Open exhaust port." Danny Ocean and his team spent a film creating advantages on the casinos.

And Fate damage is based on rolls. If you made it 2d6, you'd have to redo how stress and consequences work! When is a roll of a 6 in a fight worth 1 stress, 2 stress, 3 stress, or a moderate consequence? How does one tag a consequence? The harm clock works differently. You'd have to combine the harm clock and Fate's concession rules (which give you storytelling juice for giving up when the odds are against you).

Jack the Lad:
Differing aspects are vital when you're spending more than one FP. You can't invoke the same thing twice on one roll. Say you're a Blood Clan Ogre Slayer who really needs to kill StoneDick the Strong. He rolled a +10 to your +5...
Well, you're gonna need Azalath's Battleplan, the Horrifying Temple Architecture and maybe even Stonedick's Slashed up Ankles to take him down once and for all.

It'd be neat to be more granular about what your +2 represents, but that's where stunts come in. The +2 from any aspect is the flexibility that lets you be the First Black WW1 Pilot or the Last of the Clone X-Wing Fighters in the same basic system.


*For Fate!

Golden Bee fucked around with this message at 22:45 on Feb 18, 2016

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
Do the morphs overtake your high concept and trouble?

So if I'm an Apathetic Combat Surgeon with a Checkered History, I sleeve into a Siren and I'm now...now those things?

Edit: Makes sense I get. Lot of aspects though, hopefully players are good at self-compelling. (As a DM with 4 players, I'm already keeping track of 16 aspects before anyone sleeves).

Golden Bee fucked around with this message at 07:36 on Jan 15, 2014

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.

Temascos posted:


* Skills came into play, but not aspects or stunts. Some players seemed unwilling to spend any points or get into any troubles to get more points.
Honestly, you're better off worrying about player aspects than stunts. Players love high numbers, they'll use their stunts. It can take effort to ask people to compel their aspects...recruit players to help do your dirty work.

"As you sneak past the dining room, you see the coke baron has prepared a feast. Mr. Lincoln, who do you think might be distracted by it?"

*Lincoln looks over at Kirby's player, you hand Kirby's player a fate point*

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.

Fenarisk posted:

I also slapped in a spot to name your muse near the character name.
Edit: Fixed link
Looks good!
I always had trouble with Muses in play: it doubled the amount of NPCs per character. If I were to run Eclipse Phase (which I may after my pulp game), I'd give the party one collective one, the way the Power Rangers have Alpha.

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
I was in a game that blended Camelot Trigger's vehicle creation and KZV's competition system. It was fun, and I saved my boosts well. In the final interviews for PNN, the other players were bringing 5s and 6s to the table, and I got a Legendary+++ (11).

As for KZV's troubles, I'd run it with "I will be the best!" a setting aspect, so that it still applies to every character. The bonus is everyone's trouble is freed, so you get a ragtag group of Drunkards, Liars and Conflicted Geneva Followers.

Edit: Transient, do you have an email address I can contact you at? You don't have PMs.

Golden Bee fucked around with this message at 02:47 on Feb 7, 2014

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.

Galaga Galaxian posted:

I'm also trying to think of ways to put advantages on an opponent in air combat that isn't just a variation of "On XYZ's tail". Stuff like luring the enemy into a friendly's path (Good ol' Thatch Weave) or attacking from altitude.

When I get stuck, I usually think cinematically. What does the audience see? When we see a shot of each pilot or their copilot, what problem are they dealing with?

When you deal with that, you can create all kinds of aspects. "Deafening Noise" from buzzing an opponent, "Drunk Copilot", "I've got a better height ceiling" or "Scarf in his propellers" spice things up from the usual "Out of the Clouds" and "I'm in her head."

quote:

I'm also mildly wondering what happens when a pilot comes back with a shot up plane, suffering moderate and severe consequences, and suddenly finds himself in a different sort of conflict on foot.

Well, in KZV, your plane is designed to take a lot of the damage. Once YOU start taking hits, it means the plane was almost falling out of the sky, or for some reason, you're moving your cockpit in the way of the fuel tanks.

Remember the easy memonetic when it comes to action increasing:
Minor means your ankle's bruised, moderate means sprained, severe means broken. (Extreme is lost.).

Say you come back from a mission with a torn rotator cuff and a bloody noise. If your officer gets in your face, you won't have much time to argue, because your big motivation is to get to the sick bay. You can't get physical (he can tag the rotator cuff). You don't look so dashing (what with the red stains in your mustache). So it makes sense that if you're banged up, you'll have a harder time of it...

Or have to pull out those fatepoints, and prove why you're a REAL pilot.

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
Sorry, I was remembering the "Extras" rules (where a plane might get 2 stress and one consequence.)

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.

Kaja Rainbow posted:

FATE really needs a shorter combat resolution option. Something like an alternative to the stress box/consequence system and possibly doing away with initiative. Just doing away with stress boxes would make combat a lot more lethal. Though that might require ditching the free invokes for the one who inflicts the Consequences.

I know for a swashbuckling game someone tried replacing stress boxes with a need to create an advantage. That apparently worked pretty well for them.

Not every combat needs to be a conflict. If you have interesting stakes besides "Side A kills Side B", you can run it as a contest and cut your time by 40-50%.

Objectives like "Can we defend the caravan through the pass, or will the brigands get the scrolls", "Can we fight our way down to the planet, or will we lose a wing?" or "Can we beat up the tea-house bullies without embarrassing the Daimyo's Commission" are all valid contests that use Fight.

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.

Lymond posted:

Is Tianxia any good in practice? I'm looking into a combat system for playing Exalted over IRC and some of the things I've read in the manual give me a mixed impression, like the fact that it tries to go for long fights.

The playtest was a lot of fun and the fights didn't seem overly long...except one on one duels, which can last ungodly long. (It didn't help that the player dueling the NPC wasn't strategizing enough).

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
I've encountered 0 problems using aspects to justify powers, in over 15 different Fate settings/variants. As long as you don't weld on tons of powers ('everyone has weapons! Everyone has planes that give them +2 to rolls defensively! Everyone has kinetic barriers!), the system endures.

Just give problems that different players can solve.

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
I imagine that not everyone on Krypton was a muscleman, at least comparatively.

Remember all the juicy compels you can give - the weakness to magic, the secrecy of being a space alien, the loyalty to one's forgotten cousins, the duty to send prisoners back to the phantom zone...

If you want a Superman, not just a Kryptonian, you'd need stunts like "Man of Steel: Once per combat, take a -2 to your defenses for a turn and clear your stress track" or "Stick Out Your Chest: When creating passive obstacles with Physique, defend actively."

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
You don't really NEED to move everyone up to +6. There's an easier solution:

Move everything else down.

Compared to Captain America's +4 Great Physique, the average person has -1 physique. A frail person may be at -2, the average soldier is at +1.

Otherwise, you make Fate more fiddly ("What do you mean Beastbrat has drive but not pilot? He has a flying boat!") and make it so someone like Nick Fury, whose Physique is probably +2, can NEVER compete with a +6 someone.

Stunts, higher refresh, and broader aspects ("Last Son of Krypton", with the right GM/player understanding, could cover flight, laser eyes, magic allergies, the need to keep his identity secret...") will do most of the work for you.

If that don't work, there's always FAE.

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
Fiasco relationships are good for the phase trio, especially if you're in a semi-competitive game like Kriegzeppelin. And there's likely a Fiasco setting for every type of Fate you could play, from Cthuluoid to Supers to Gangster.

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
For school based games, zoom in on the action and put everyone in the same class. (It's just easier for storytelling).

You can do two models: either the event of the day ("there's a SURPRISE QUIZ...but the letters shift around" or "Jackson is beating up Torrez during lunch, what do you do?") or character based ("the new teacher won't stop touching his necktie and drawing Pentagrams" or "Susan finally asked you out...on demon hunting night. How you gonna play this?")

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
Tagging and invoking aspects doesn't need to represent how true something is. It's a measurement of Dramatic Juice.

Think about any movie where a villain Pulls a Knife in a fistfight. When they first Pull a Knife, they're creating an Advantage ( Probably Hidden Knife [-]). When they attack with it, they may tag it for a +2 and slash the hero's ribs.

After that initial burst, the knife is still there, but it's out of dramatic juice.

(Now, Hidden Knife can be replaced with Dirty Secret, The School is Laughing at You or Crooked Referee, but they all have the same purpose - a momentary advantage).

Golden Bee fucked around with this message at 22:49 on Feb 18, 2016

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
Ask them what they do. Fate characters are durable but there's no reason not to DROP weapons for them if they don't have anything, or ask them leading questions ("What weapon do you always keep on you?" etc).

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
I was running into the question of "can you make a fate character with low athletics?" and then remembered it's in genre.

In action movies, everyone who matters is able to dodge a hail of gunfire. Therefore, it's in genre that everyone from the ingenue to the kid sidekick to the old professor has at least +1, often +2 in athletics.

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
Anyone who's read Jadepunk: besides Roles=skills, what's different from Tianxa?

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
Think of it like a movie.

Rooster Cogburn is getting fired on by bandits, so he ducks behind cover.

He aims to fire back and they return fire.

If he stays in place, he's gonna get shot. So after his first exchange, he likely tags his cover [to avoid the bullets] then moves on to the next thing.

If he's in a fancy game he'll shoot a water tower, creating an advantage.

If he's in a flashy game, he'll tag his "Best shooter there is" aspect and go for broke, trying to kill everyone.

But he won't just stay there.

If he DOES, the bandits could roll to create the aspect on him "Pinned down", which he'd have to overcome...

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.

Elfgames posted:

I agree but i don't think giving out a lesser bonus does too much to keep that from happening and it makes the cover feel a little more solid.

The problem is EVERYTHING could be advantageous. The fact I'm a Badass Star Captain and these are Dul'ozz's henchman should give me an advantage. The fact I'm the Belle of the Ball should give me advantage on Count Gorlim, who nobody really likes. The fact I know I was getting thrown down an elevator shaft should give me a +1 to my acrobatics since I got warning...

Create Advantage/Spend FP provides balance to keep scenes evolving or people getting stress + consequences.

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
-1 beating -2 is hilarious though.

"There's no way they can hit us at this distan--"

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
(Map of) Thun'oto Isle

Aspects:
*Rewards Without Measure
*Beware the Snake Tribe!
*"It was around here somewhere..."

Unsafe Paths +5
Angry Tribes: +4
Riddles of Thun: +4


Stunts:
Many Secrets of Thun'Oto The map of Thun'otos takes consequences as normal, but its consequences cannot be tagged unless they apply directly to its skill use. (For example, "Fearful Snake Tribe" could be tagged to defeat the snake tribe village, but not to get through an inverted cave.)

Many Island Ways If the Island concedes in a conflict, it doesn't wipe its stress boxes, but it cannot be opposed with the same skill leader. If a group were to use Lore to read an ancient carving, for example, it would have to use notice or survival in its next exchange. If the island concedes 3 or more times, this stunt is deactivated.

But how will you get BACK? When defeated, PCs can unearth the Treasure of Thun'Oto. Clear the island's stress boxes; it can now tag its own consequences to represent geographic instability, and gains a moderate and extreme consequence.

Golden Bee fucked around with this message at 22:23 on Jul 15, 2014

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.

Evil Mastermind posted:


Here's a sample character from the book:

Mother of God. My thrown-together "danger island", which basically rewrites the results on consequences and contests, is 2.5 times shorter than Dr. 70s character sheet.

Golden Bee fucked around with this message at 22:24 on Jul 15, 2014

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
So, how would you actually use the isle of Thun'Ato/Oto?


Dateline, 1937!
Intrepid reporter Grace Fontana puts up her shocking photos of El Rey Relampago up in a poker game, and wins a map of the mysterious Thun'oto. She teams up with Captain Morrison, who owes her a favor.

Of course, they'll have to FIND the drat place since the island is surrounded by fog.

Using her "World Traveler" aspect as justification, she (assisted by the crew of the Shady Lady) rolls a +7 on a notice check to find the island, just inside the Polynesian triangle.

The island uses its "Unsafe Paths" +5 but rolls a -1. Succeeding with style, Grace gives the island 2 stress and creates the aspect "Inland River Route".

When they get to shore, the boat is attacked by the snake tribe! Captain Morrison reaches for his pistol and, rolling under its defense asks to peg "Inland River Route", claiming that he's on his boat, and he's, yada yada--

The GM tells him to knock it off and spend a fate point if he wants to. Morrison drops a fate point and yells his famous catchphrase, "NOBODY TOUCH THE SHIP!"
---

It may seem the island is underpowered (it'll fill its stress boxes quickly), but for a truly tough group, remember that other people can be on the island. El Rey Relempago may be meditating under a sunken waterfall, or Dr. Song may be after the treasure himself! Three way fracases are hard to adjudicate, but when in doubt, give players a free invoke of any nasty island trouble when facing their overcocky enemies.

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.

Transient People posted:

Well yeah, of course. Beating an enemy by breaking his spirit is a classic of any genre with fight scenes. The important thing to remember is that you can only make mental attacks with provoke if you have some grounding, though. You can't just say 'I Provoke him!' and go for it - that's a no-go. Generally it's required that you uncover one of the target's Aspects to make your barbs stick, whether it's through a roll or an FP.

Once the villain takes a mental consequence, unless he's completely unprepared for the PCs, he's going to the battle tank. And "HE CAN'T HEAR YOU" is a valid reason for provoke attacks to be unbalanced inapplicable.

Notice is extremely useful in combat for non-combat characters. You can use it in a car chase to read the map and suggest a NARROW DETOUR. You can observe a kidnapper's OLD WAR INJURY. Even in the Olympics, you could USE THE BETTER POLEVAULT or WAIT UNTIL THE JUDGE IS DISTRACTED.

Golden Bee fucked around with this message at 02:26 on Jul 18, 2014

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.

Transient People posted:

...Unbalanced? I'm not sure what you meant there and I'm curious. Mind elaborating a bit?

Inapplicable, sorry.

Normally I'd be a hard proponent of "different mental and physical stress tracks!" but I've played 4+ hour fate games and only filled up a few stress boxes. I had fun, but fate characters are pretty dang durable if they create advantages regularly.

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
I'd argue that if characters are reasonability communicating, anyone can tag it. If the count's fiancee knows about his Broken Heart [-], but the barbarian chieftain doesn't, he can't use it.

BUT, the other side makes sense. If the count and the chieftain are dueling, the Chieftain might say "his spirit isn't in it. I'm tagging his broken heart as he doesn't raise his sabre fast enough"... the argument could be made.


I this case, adjudicate in favor of the person being awesome.

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
There's also Very Large Monsters on the evil hat download site.

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
Let your players create the conflict they want (villain off a building!), but make it as long as it is cinematically.

First you get them to the edge [and they might take minor consequence]. They draw a backup weapon...they go onto a flailing piece of lumber. Someone's on their fingertips, offers their hand, tries to pull the other person down...

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Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
I always found Fate too "fair" for Paranoia and usually run a 3d6 or 1d20 roll-under system. Perversity points for funny play and betrayals balance the innate randomness.

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