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Chris Garner
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Chris Garner

Settings, Worlds, Rules  - 
 
DEFENDING AGAINST MULTIPLE ATTACKS

If I'm reading the RAW correctly, a character can defend against multiple attacks in a turn with no penalty. This seems to give a big advantage to the defender. I realize that a pack of nameless goons will probably use teamwork to get their skill up to a level where they can challenge a PC, meaning that the PC must make only one defense roll. But what about a situation where two or more named NPCs are attacking? Do we just rely on the defender's increase fate point burn rate to (yes, I'm going to use the word) simulate the difficulty in defending against multiple opponents?
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Dave Joria's profile photoGary Furash's profile photoDwight Upton's profile photoRob Cherry's profile photo
27 comments
 
I have never seen this as a problem. If attackers are creating advantages, multiple opponents have a huge edge on a single defender. Create advantage is a massive part of combat tactics in fate, and without it you will under perform
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Chris Garner

Classes, Jobs, & Races (zeros too)  - 
 
I've run Sailors on the Starless Sea a couple of times now, but just noticed this in the description of Felan's axe:

"This terrible weapon... inflicts critical his on a threat range expanded by 1 (i.e., a natural roll of 19-20 for most characters, or 18-20 for a warrior or dwarf [emphasis added] who is already at a 19-20 crit range)."

Is this a goof? I checked my book, and didn't see anything about expanded crit ranges for dwarves.
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Maxwell Spann's profile photoChad Robb's profile photoJon Wilson (bygrinstow)'s profile photo
3 comments
 
An artifact left from an earlier draft, would be my guess.
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Chris Garner

Module Advice/Conversion Ideas (modules or settings)  - 
 
Two questions:

1. What die do monsters roll on a fumble? I have searched the book in vain for this.

2. Has anyone done a conversion of G1-3? I'm having problems scaling it correctly. We have 5th level characters, but DCC giants are WAY more deadly than AD&D ones (2x d24 THAC20 of -1 attacks with av. dam. 26 vs. 1x d20 THAC20 10 attacks with av. dam. 14, for starters).

Thanks!
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Jon Wilson (bygrinstow)'s profile photoChris Garner's profile photoStephen Murrish's profile photoTerry Olson's profile photo
34 comments
 
FWIW, in agreement with +Maxwell Spann, +Daniel Bishop, and whoever I missed in this thread, unless armor is worn, I roll a d4, read the fumble table entry to myself, then incorporate whatever mechanical disadvantage there is with flavor text appropriate to the beastie. Sometimes (rarely) I'll give specific fumble effects to a creature (e.g., see Lensdrone or Nanite Swarp in the Purple Planet Companion).
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Chris Garner

Settings, Worlds, Rules  - 
 
Has there ever been any notion of spending the free invocations on advantages or consequences as compels, rather than as a +2 or re-roll? For example, as a consequence in a fight you take "Twisted ankle," and rather than invoking it for a bonus, your foe runs off, compelling you, "You have a twisted ankle, so it makes sense that, unfortunately, you're unable to pursue me. Damn your luck." If you accept, the free invocation is used, and you get a fate point (not from your opponent, but out of thin air). Or, does that unbalance compelling too much?
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Jack Gulick's profile photoRobin Duncan's profile photoRichard Bellingham (Skimble)'s profile photoBenjamin Davis's profile photo
5 comments
 
I'd be okay with it, but it wouldn't pay off a Fate Point.
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Chris Garner

Session Reports  - 
 
"Healing" potions, or, the Law (or perhaps Chaos) of Unintended Consequences.

Playing "Beyond the Black Gate" last night, our cleric and our wizard (4th-level characters) fell to a combination of frost giants and friendly-fire Stinging Stones. Fortunately, our kindly judge had seen fit to gift us with a gongfarmer's dozen healing potions, which restored 1d8 HP.

We dutifully administered these to our fallen comrades, who were restored to about 3 hit points, then took the Stamina shock, crossed the Stamina bonus threshold, lost their 5 bonus hit points... and promptly went negative again, necessitating more healing potions, and more Stamina loss.

For some reason, we found this howlingly funny...
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Chris Garner's profile photoJon Wilson (bygrinstow)'s profile photo
8 comments
 
Ah, well, no harm, no foul. As we've said everyone's game can be different, and that's to DCC's credit!

I wasn't trying to 'correct' anybody, because what anyone does in their own game is alright.

But I do still wonder how many folks use negative hp, from habit, preference, etc...
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Chris Garner

Discussion  - 
 
I'm curious to hear people's experience with the new conditions rules in combat. They intrigue me, and I'm thinking about adapting them to a game I'm working on, but would like to know how they behave in actual play, especially how they work in conjunction with consequences.
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Brian Boring's profile photoRon Frazier's profile photoRobert Slaughter's profile photoJeff Jones's profile photo
4 comments
 
Just as I was ready to make the switch, the game stalled out due to schedule conflicts.  Aarrggh!
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Chris Garner

Fate Accelerated Edition (FAE)  - 
 
I'm toying with the idea of running a "swords and sorcery" fantasy game using FAE, and thought I'd throw my ideas for a magic system up on the wall for people to hurl rocks and garbage at.

First, an explanation: by "swords and sorcery," I mean a Conan-esque sort of game, where magic is rare, dangerous, and generally only used by evil sorcerers, cultists, and the like. The good guys may use magic, but either they're dabbling in relatively minor powers, or doing so at great peril to their souls.

My initial thought is to have a seventh, "Magical" approach, which I know has been discussed her before. My twist, though, is that fate points can't be invoked for Magical rolls. Instead, a character can swap one or more of his fate points for "doom points," which can only be used for Magical rolls. Spending a doom point will have some kind of downside, probably stress, which can be mitigated with consequences, which could be the social stigma associated with using magic, or the deal with dark powers that the magician must make to work his magic. Each doom point requires the character to shift one of his aspects to a "doom aspect," which can be invoked only with doom points.

Magical can be used to attack or defend, to create advantages (which could then be invoked for non-magical rolls), or to overcome. I'm probably going to allow overcome rolls to cause "effects", with a difficulty of 1-9 depending on the power of the effect.

The character can use the free invokes from scene aspects, from on advantages that he creates with non-magical skills, on Magical rolls, but once the free invokes are gone, he must spend doom points to invoke them.

Magical stunts would be used to represent spells that the magician is particularly good at or known for. For example: Magic Missile! Because I know the Magic Missile spell, I get a +2 when I use Magical to attack a foe at least one zone away.

The idea here is that magic has a cost--not only does it reduce the magician's "soul" as represented by his fate points, and his ability to act in the real world, as represented by mundane approaches, but using it brings pains of its own, in stigma, stress, and being beholden to dark powers.

That's what I've got so far; fire away!
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Donato di Niccolò di Betto Bardi's profile photoOdyssey Vekshin's profile photoChris Garner's profile photoElie Thorne's profile photo
5 comments
 
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Chris Garner

Discussion  - 
 
Would anyone who's participated in one of the playtests for this like to comment? Or, has anyone received the password for the Combat post on the blog (https://lovecraftianfate.wordpress.com/2016/02/19/combat/). I'm curious to find out if there's more to this than the 20 or so pages that have been released on the blog or in backer updates, and I don't think I'm the only one.
Visit the post for more.
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John Fiala's profile photoAlan B's profile photoChris Garner's profile photo
24 comments
 
Well, credit where credit is due, you have stat'ed the ghoul. 3 aspects (not the same ones originally posted), 2 skills, 1 stunt, stress, consequences, and a "horror rating." Curious about the mechanics of that last one. And I'd take issue with the skills (Fight 1? Physique and Stealth 0?). But they exist.
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Chris Garner

Settings, Worlds, Rules  - 
 
Does anyone know of a system in a FATE game where setting higher or lower stakes on a challenge or contest yields greater or lesser results - that is, to balance risk for reward? For my ancient Rome game, a character trying to curry favor with the people might throw gladiatorial games. The more he spends (Resource roll), the greater his chance of going into debt (wealth consequence), but also the greater chance that the crowds will love him (social advantage).
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Luke Miller's profile photoChris Garner's profile photoJon Freeman's profile photoBrick W's profile photo
26 comments
Brick W
 
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Chris Garner

Module Advice/Conversion Ideas (modules or settings)  - 
 
Are there official pre-gens for "Bride of the Black Manse"? I'm thinking of running it as a one-off for Halloween. Alternatively, I might adapt it for Transylvania Adventures. Thanks!
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Rick Hull's profile photoJen Brinkman's profile photoChris Garner's profile photo
9 comments
 
+Jen Brinkman I meant actually running it with TA characters and rule variations.
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Chris Garner

Settings, Worlds, Rules  - 
 
I'm digging on the idea of treating armor and weapons as aspects for my ancient Rome game, and it's fairly easy to classify military armor as light (cloth and leather), medium (scale, light chain), or heavy (lorica segmentata, lorica hamata, cataphract armor).

I'm having more trouble, though, with gladiator armor. Gladiator armor mostly prevents easy kills, and often one style of gladiator's kit will differ from another's only by a piece or two. For example, in the classic pairing of the murmillo ("fish man") and retiarius (net fighter), the murmillo is armored with a sword-arm sleeve (manica), a greave on the left leg (ocrea), a wide belt (cingulum), and a full helmet with a big fish crest (probably an aspect on its own). The retiarius, meanwhile, has the manica and cingulum, but instead of a helmet, wears a metal guard that protects the shoulder and neck (galerus). 

I suppose making each piece of a gladiator's armor an aspect could make gladiatorial fights a little more crunchy and blow-by blow,  but then how do you determine the free invocations (following the Freeport Companion model)?
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Richard Bellingham (Skimble)'s profile photoJack Gulick's profile photoChris Garner's profile photoPaul Vencill's profile photo
15 comments
 
Not debating any of those facts, +Chris Garner. And Aspects are how you give narrative weight to facts. Don't get hung up on the word "Skill". In Fate they're a lot less granular than in most games or in real life. 
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Chris Garner

Fate Accelerated Edition (FAE)  - 
 
How do you handle passive overcomes in FAE - for example, things that would be covered by Notice in FATE Core? It seems like all of the approaches are intended to be active, except maybe Careful.
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Robert Hanz's profile photoScott Hamilton's profile photoBrad Steffen's profile photoJack Gulick's profile photo
10 comments
 
But back to the point, "What is the cost?" and "How do they find?" are not passive questions.  They are questions about how the character actions lead to finding something.
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