The Fate of All House Rules
I started collecting notes from a couple older posts to more concisely explain my house rules for Fate-based games. I'm not done yet – I am still working on resolution rules that don't use fate dice, and combat rules that may or may not split attack rolls from damage rolls – but even just half a page in, I'm starting to think maybe this stopped being "house rules" somewhere along the way and started being more easily understood as a new game. Hmm. Well, we'll see how it looks when I'm done. My goal is that it'll be pretty seamless to use with all those Fate "Worlds of Adventure" I bought. Those things are great.
Details. (1) Any information about people, objects, or the environment established in conversation is a detail you can exploit. (2) When you exploit a detail in your description of an action, add +2 to your roll, or make an extra roll and take the better result. You can do this before or after rolling, but if you do it after a bad roll, you have to explain how the detail allows you to quickly react and attempt to course-correct. You can only exploit any given detail once per roll, but you can exploit multiple details per roll. Agree as a group how many details make sense to allow per roll based on the kind of game you’re playing; 3 is a good default number, but you might want more for over-the-top action.
Luck. (3) The first time someone exploits any given detail, it’s free. After that, as long as it still makes sense, anyone can exploit a detail again by using luck. You get 3 luck each session; gain 1 (up to your max) anytime you push your luck by doing something that makes sense for you to do, given details about your character or the situation, despite a major penalty or certain disaster. (4) The GM will be sure to suggest opportunities.
(1) Details replace both aspects and boosts in Fate Core.
(2) "Exploit a detail" is just a more self-explanatory way to say "invoke an aspect."
(3) Renamed because "fate points" feel too “meta” to some traditional and OSR players, but nobody seems to mind basically the exact same thing in Dungeon Crawl Classics when they call it "luck."
(4) This is kinder than compels, but I think Blades in the Dark’s "devil’s bargain" is actually more interesting than a compel and still leaves players feeling like they get to be "behind their character's eyes."
I started collecting notes from a couple older posts to more concisely explain my house rules for Fate-based games. I'm not done yet – I am still working on resolution rules that don't use fate dice, and combat rules that may or may not split attack rolls from damage rolls – but even just half a page in, I'm starting to think maybe this stopped being "house rules" somewhere along the way and started being more easily understood as a new game. Hmm. Well, we'll see how it looks when I'm done. My goal is that it'll be pretty seamless to use with all those Fate "Worlds of Adventure" I bought. Those things are great.
Details. (1) Any information about people, objects, or the environment established in conversation is a detail you can exploit. (2) When you exploit a detail in your description of an action, add +2 to your roll, or make an extra roll and take the better result. You can do this before or after rolling, but if you do it after a bad roll, you have to explain how the detail allows you to quickly react and attempt to course-correct. You can only exploit any given detail once per roll, but you can exploit multiple details per roll. Agree as a group how many details make sense to allow per roll based on the kind of game you’re playing; 3 is a good default number, but you might want more for over-the-top action.
Luck. (3) The first time someone exploits any given detail, it’s free. After that, as long as it still makes sense, anyone can exploit a detail again by using luck. You get 3 luck each session; gain 1 (up to your max) anytime you push your luck by doing something that makes sense for you to do, given details about your character or the situation, despite a major penalty or certain disaster. (4) The GM will be sure to suggest opportunities.
(1) Details replace both aspects and boosts in Fate Core.
(2) "Exploit a detail" is just a more self-explanatory way to say "invoke an aspect."
(3) Renamed because "fate points" feel too “meta” to some traditional and OSR players, but nobody seems to mind basically the exact same thing in Dungeon Crawl Classics when they call it "luck."
(4) This is kinder than compels, but I think Blades in the Dark’s "devil’s bargain" is actually more interesting than a compel and still leaves players feeling like they get to be "behind their character's eyes."
- WRT #3, I couldn't deal with "hit points" but once I realized I was cool with "stress" for example, that hangup about HP disappeared.
The Devil's Bargain really is subtly trickier than a compel, because it's not all bad like compels usually are.
Overall seems legit!20w - I love this distillation of Fate. The pressure of making aspects has always been a big problem for me with Fate.
What you got so far for the rolls? I have run a Fate variant once that rolled a number of d6s equal to your approach +1 for each aspect/detail you exploit. Count every 5-6, and you need 1-3 successes for GMy things, or it's rolled against an opponent20w - That's a nice approach – I should probably consider dice pools more closely myself. I have been considering so many different single-die-per-roll approaches that it would be overwhelming to detail them all here, but the one most on my mind today is to identify a difficulty number 1-10, and roll over it on a d20 to succeed, and over it +10 to avoid complication as well. I originally thought of it as part of my desire to replace the cypher system rules, and now I'm thinking it could work just fine for the Fate ladder too.20w
- Thinking on it further, a couple nice things about +Aaron Griffin's approach:
1. Provides a use for fate dice still (just count +'s)
2. It's basically Lady Blackbird but without every single roll being a thousand years long as people scour their sheet for the same tags to use over and over again – and aside from that, I do love Lady Blackbird
Could also use Blades in the Dark style d6 pools, or Lasers & Feelings style....20w - +Jason Tocci you could also use the minuses for "gm moves" or something, I dunno20w
- +Aaron Griffin Yeah, Operators does something like that, if I remember correctly. Could be a way to encourage compels that also takes the blame off the GM. "There's a minus—guess your old car finally craps out, but at least you get 1 luck for it."20w
Add a comment...