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Chris Garner
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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
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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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Chris Garner

Rulings & House-rules  - 
 
BURNING LUCK QUESTION
Two-part question, and I don't have the rulebook in front of me, so some of this will have to be based on recollection.

1. As you burn Luck, does your Luck modifier change? That is, if you have 13 Luck and you burn a point, does your modifier go from +1 to 0? IIRC, I did find a rule that your modifier doesn't change for your lucky roll. But, does it change for things laying on hands, corruption, etc?

2. Can you bury your Luck all the way down to 0? I know the book does give rules for ability loss down to 0, so I'd assume it's theoretically possible. If it is, and your modifier changes as per question 1, what does your modifier become when you reach the no-mans land of Luck 2 or 1?
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Jon Wilson's profile photoSam Holden's profile photoChris Garner's profile photoJulian Bernick's profile photo
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+Chris Garner Retroclone?  :)
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Chris Garner

Settings, Worlds, Rules  - 
 
Does anyone have any thoughts about capping the teamwork bonus? The idea that five PCs, each with Average (+1) skill, together have Superb (+5) skill, sort of grates on me, at least in certain cases.

I've been thinking of capping the bonus at the skill of the PC being helped - that is, if the PC being helped has Fair (+2) skill, the highest teamwork bonus he could get would be +2.

An exception to this might be conflicts, although even there there's probably a practical limit to how many people can actually fight a single character at once. (I seem to recall there being a rule about this, although maybe that was in SOTC...)
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Brad Steffen's profile photoChristopher Moore's profile photoRobert Hanz's profile photoSean West Money's profile photo
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The key really boils down to "what's actually happening?"

If it justifies a +1 for helping, give it.  If it doesn't, don't.
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Chris Garner

Upcoming DCC Cons/Events  - 
 
Got my swag pack for the games I'm running at Celesticon! A little surprised, though, that they only sent two "Kill" stickers...
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Doug Kovacs's profile photoChris Garner's profile photoThom Hall's profile photoKenneth Cummins's profile photo
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Sure they aren't for you? Put one on when you have to go print more level zeros for the funnel... 
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Have him in circles
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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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Odyssey Vekshin's profile photoChris Garner's profile photoElie Thorne's profile photoRussell Hoyle's profile photo
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Chris Garner

commented on a post on Blogger.
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I take it neither Redford nor Newman would spring for a product placement? Cheap bastards...
http://www.imdb.com/title/tt0064115/ butch cassidy and the sundance kid is the greatest movie ever made.  sound, lighting, effects, it has all of the components that are required to make a movie.  and the actors!  wow.  just,...
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Chris Garner

Settings, Worlds, Rules  - 
 
A couple of rules questions came up during our game last night (fantasy/horror in ancient Rome), and I made rulings at the time, but I thought I'd submit to the hive mind for validation:
1. Does a declaration count as the character's action for the turn? I thought not.
2. When a fact is declared, who knows it? In our particular case, the PCs were in a series of caves, and one of them wanted to declare that a single central pillar supported one of the zones. The potential for the PCs screwing themselves over with trying to do something with this fact amused me, so I allowed it. The character in question has elemental magic, so I figured he'd be attuned to it, but would the other PCs (or NPCs)? I ruled that the fact was true, but in this case only the declaring PC was aware of it.
3. If you force a character into an action with a skill like Provoke, does it count as that character's action for the turn? I ruled that it does.
Thanks!
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Jack Gulick's profile photoChris Garner's profile photoChristopher Ruthenbeck's profile photo
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Always happy to help!
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Chris Garner

commented on a post on Blogger.
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Flame on!
http://www.imdb.com/title/tt1490017 i kind of expected the lego movie to be one big long product placement.  it was, of course, but at least it was not over-done.  they even had a moral that i could get behind.  the most amaz...
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Have him in circles
59 people
Taku Tokuyasu's profile photo
Lorelle Parker's profile photo
Chris Piper's profile photo
Dylan Bryan-Dolman's profile photo
Geri Rebstock's profile photo
Diana Collins's profile photo
Dave Rees's profile photo
Anu Johl's profile photo
Savoy Len's profile photo
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Brewer, aikidoist, game master, cat whisperer, and all-around swell guy.
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Find what is good in life, learn to make it, share it with your friends.