Succeed with Style
Succeed With Style - Why would you reduce the shifts?
"This works exactly like a normal success, but you can reduce the shifts by one to take a boost."
Why would you do this?
Succeed With Style - Why would you reduce the shifts?
"This works exactly like a normal success, but you can reduce the shifts by one to take a boost."
Why would you do this?
• All four conditions—Winded, Angry, Stunned, and Broken—each with two stress boxes
• A mild, moderate, and severe consequence slot.
What does this look likes? thanks!
Is this correct?
Stress: [ ][ ] Winded [ ][ ] Angry [ ][ ] Stunned [ ][ ] Broken
Consequences:
[ ][ ] Mild [ ][ ][ ][ ] Moderate [ ][ ][ ][ ][ ][ ] Severe
Sorry if this seems obvious, but I don't see how the dice roll matches these entries. Thanks!
| —- | Naga- | ||||
|---|---|---|---|---|---|
| — | Shiro- | Vir- | |||
| — | Exa- | Kan- | Wego- | ||
| – | Moor- | Zy- | Thal- | Kaji- | |
| 0 | <row 1> Slee- | Myr- | Arco- | Or- | P’Taq- |
| 0 | + | ++ | +++ | ++++ | |
| 0 | -Da | -Ra | -Thar | -Daar | -Ak |
| – | -Seez | -Gon | -Star | -Caya | |
| — | -Tron | -Lock | -Uu | ||
| — | -T’zo | -Kor | |||
| —- | -Graz |
It says ‘its like hit points in other RPGs’ but the example on page 20 makes no sense and I haven’t found anywhere else in the book that goes into further detail.
And please assume I don’t know how Stress boxes work in FATE either, because that‘s pretty close to true.
Thanks!
I'm trying to get a better understanding of the Action Results so I made this table. What do you think?
Create Advantage (p.19) says the enemy getting a free invoke is success at a cost. Overcome (p.18) lists success at a cost as either Major or Minor.
Is giving the enemy a free invoke a major or minor cost?
thanks!
Can someone please point me to the rulebook that has this option? It sounds like a pretty idea - especially for newbies!
Okay, that's two questions.
First, can a complete newbie who knows nothing about FATE or roleplaying or D&D or anything, just come to the game, pretend they are their character doing what their character would do in that situation and then the GM just tell when and what dice to roll?
Sure they may not get the magic and the mystery of FATE, but they'll come and roll dice with their friends and kick some butt and have a good time. They can learn the supermystical power of FATE as they go along (through the GM and other player examples).
Is this true?
Second, if you ask them what they do (and or what they want to do) and then 'Say Yes or roll the dice' (and maybe cost them a FATE point or whatever) can you introduce FATE to them as if it was roleplaying game and slowly expand their facility with the game (while the GM is learning it as well?).
In other words, can you start out simply with FATE or will it break? I'm okay with it being dull or not a very good game system as long as people can play it without joining a cult....
thanks!
(seriously, not trolling - I've read and continue to read a lot about FATE - including why people hate it - and I still don't know the answer to this question).
If so, why? Maybe with 'Succeed with Style'?
thanks!
This seems to indicate a weird relationship between things written down as ‘Aspects’ and things that are logically already existing Aspects. How does this work?
The above quote is from Strands of Fate (which is defiitely an interesting read). But it points out that the game-speak (which has roughly 50-120 unique terms) used in FATE can be quite a barrier to entry. It certainly is to me and I'm sure it will be to players I try to recruit.
Of course, rolling dice and skills are terms well known by players.
So my question is, if you had to describe FATE to players without using game-speak, how would you do it?
In order to understand FATE and how it evolved and why some of it works the way it does, I went back to the first edition of FATE. Most of it I can see why it changed.
But Specialty Aspects disappeared. I can see an argument for having them and not havig them but I'm wondering if anyone knows why they got the axe?
thanks!
Why complicate it with paying the enemy a FATE point rather than just paying a FATE point as usual?
What makes the game more fun by making the distinction between who the Aspect came from?
I’m currently reading FATE Condensed and on page 19, under Create An Advantage is says under the result of FAIL, “ If you succeed at a cost, the final aspect may need to be rewritten to benefit the enemy.”.
Huh?
Can you have more than one? How many? Vulnerable to Cheese. Just never comes up so can't gain anything from it? Or can it be vetoed? How does it work in FATE games? Is there a good source of learning about it?
The rules are pretty open-ended.
Thanks!
When I ask questions about FATE (I am new at it), I‘m constantly being given advice along the lines of ‘if you want something D&D like…’.
Which I don’t. It’s sort of understandable, as D&D is the one thing we all know.
But I saw a video the other day that complained that FATE never put out a product that kind of said ‘This is how you’d play D&D with FATE’ and it criticized the company for being hostile to new players because of that.
I had to concede the point.
So why didn’t it? Just curious. It’s usually the first thing a new game system that’s trying to be ‘universal’ does.
It came close but I'd really like to see the actual "various mixed rolls". I'd also like to see the rolls versus the difficulties as well. Doesn't something like this exist? thanks!
| Total | Combinations | Count |
|---|---|---|
| +4 | + + + + | 1 |
| +3 | + + + 0 | 4 |
| +2 | + + 0 0, + + + −, + 0 + | 6 |
| +1 | + 0 0 0, + + − 0, + − + 0, + − − + | 12 |
| 0 | Various mixed rolls | 14 |
| −1 | Various mixed rolls | 12 |
| −2 | Various mixed rolls | 6 |
| −3 | − − − 0 | 4 |
| −4 | − − − − | 1 |
Watching a video on FATE character creation with a HIGH CONCEPT and it seemed like agony for the players and the GM.
I know it would be agony for me and I'm pretty sure it would be agony for the people I play with as well. I was certainly agony to watch!
Has anyone come with an alternative that would allow people to just pick something from a list so they can get on with the game?
I'm thinking specifically of Umdaar. I know I've seen a sort of D&D like thing in the FATE SRD....
Any pointers would be greatly appreciated!
Or are all the rules included with Umdaar? Thanks!