The Ramblers have come up with a new action to put into the Fate game: Counter (as in counter-attack, but it doesn't necessarily have to be an attack). There's also an alternative for making it into a Stunt instead, if you don't want to hack the game that much.
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- I think what I might do were I to use it:
You can counter-attack at no penalty if you haven't acted yet that round. You're basically taking your action as a reaction to being attacked, and as long as what you want to do falls under creating an advantage or attacking your attacker, you can try it now. Otherwise you default to the Defend action as normal.
That maintains the one-action-per-round balance, and it adds an interesting tactical choice for people who like the Marvel Heroic type initiative (my group does): You can jump ahead and take your turn, but you're effectively removing a friendly turn from the remaining initative choices.Sep 5, 2014
- In martial art (long ago) I learned that a counter attack is the product of controlling your opponent's action.
I also feel that fits a narrative approach to combat as well. As such a stunt would fit better, maybe with a create advantage.
What are you trying to achieve?
Contolling my opponent's actions so that he attacks me precisely as I want.
And then deliver a devastating counter attack to put him down.
Stunt Counter Attack
After creating an advantage through strategy or trickery you can usurp your opponent's attack to get in your own counter attack. No direct bonus from the stunt, but that from the create advantage still applies.Sep 5, 2014
- I don't disagree with what you're saying at all, but you're missing the point of the rule.
In fact, everyone who says something along the lines of "use a stunt" is missing at least one point: I wanted something that wasn't a stunt. I wanted a rule that everyone could use all the time that would create a more interesting back-and-forth dynamic in conflicts.
Another point you're missing is that the move doesn't have to model reality so precisely. This isn't my point so much as Fate's. Everything in Fate is really abstract. That's why everything can be summed up on about 4 actions. This leads back to my point that this action isn't to model combat, but to provide more interesting options.Sep 6, 2014
- I love it, but I'm gonna nix the -2 and just allow permissions to govern when it can and can't be used! Definitely speed up combats!Sep 6, 2014
- Does Counter also get used by NPCs? A big-bad NPC could be pretty unstoppable on their own if every action taken by a PC effectively works as an attack on that PC.
I think that the reason why so many folk have argued to make it a stunt is because it really seems special, rather than something your generic mook mob can do every time the PCs try to stack a bunch of create advantages on them.Sep 7, 2014
- take a look at the firefly rpg if you get the chance (hit me up if you want a basic version of the mechanic). In that game, "countering" is the standard defense (defender rolls first though, so they are still slightly disadvantaged) so every exchange "something" happens!
Most of the folks here haven't played with your rule as a standard feature in their fate games (possibly because they haven't played the new firefly rpg) hence the blow back, but honestly it will change the feel of conflicts but won't break anything.
Mobs will become a lot more dangerous though, but that might be intentional (being outnumbered sometimes is devastating). It will also take some time reminding your players that they can choose an offensive goal for their defense against someone.Sep 7, 2014