Conversation started Sep 29, 2014 at 1:50.
Sep 29, 2014 01:50
oh man. I just dug into some of my draft questions on a 4e-type Fate. Here's a gem for one goal I wanted:
> Make dice rolls significant. The spread on a d20 result is pretty massive. Although part of the reason I'm liking Fate is the strong curve on Fudge dice, the application of Fate points makes the actual dice roll even less significant. My idea is to reduce each character's Refresh so the dice roll means more and spending Fate points is a bigger deal. Incidentally, this would make free invocations far more important.
(I no longer consider this to be a good thing.)
Heheh.
the other two goals are fine though:
> Many specific powers and features. I suspect that handing out a lot of free stunt slots would mimic this nicely. Magic! would also be included here depending on the magic system the group works out using the Magic System Toolkit. I am not interested in mimicking 4e’s at-will/encounter/daily format, merely the fact that every character is capable of a lot.
If you did want to create that effect, it'd probably be easier and more effective to make all +2s into +1s: Fate point bonuses, stunt bonuses, invoke bonuses, etc.
> Magic items. The party must acquire some which allow them access to unique abilities they did not have beforehand.
@BESW probably, especially since lowering Refresh won't achieve the effect I had in mind anyway.
oh man
18
Q: In Which we add Loots to Fate Core

doppelgreenerLoot is a pretty fun part of some RPGs. Not the math-tuning loot that keeps characters’ weapons and armor at the required values, but the remarkable and empowering loot that lets them do new things they were not capable of before. Fate… doesn’t really do loot, but I’d like to introduce this the ...

i was skimming a bit of wraith808's answer and something just came to me
i think i'd model items like this:
- they are an extra. they can be treated like an aspect, just like mantles.
- they give you 1-3 extra stunts.
- you pick the stunts. they must fit the theme of the item.
- you can change these stunts just like any other stunt. for a weapon artefact, for instance, this reflects the weapon changing, or you figuring out a new trick with the weapon, or the bond between you and the weapon growing stronger, or a number of other things.
- you can only use those stunts in situations where you can justify the item being involved. if your hammer gives you weapon:2 as a stunt, this cannot apply in fis
(this may be exactly what someone else suggested in those answers, I cannot recall)
Sep 29, 2014 02:06
That seems reasonable, and a lot of it doesn't have to be codified because it's pretty much common sense in the Fate context: you can't use a mechanic if there's no narrative justification for it.
Maybe there shouldn't be universal "how magic items work" rules.
so that other items can work differently if modelling them calls for it?
Aye.
One of the things I personally dislike about D&D is that it takes the magic out of magic.
Everything's codified and scientific.
Compare the Accelerated stunt format "Once per session I can break a rule."
D&D magic --especially in 4e-- can't break rules without breaking the entire system.
ah, right - in fate, magic is: make up a stunt, or make up an aspect that justifies using your skills differently, or make up a skill representing your magic, or...
Sep 29, 2014 02:13
Right.
Every time you encounter new magic in Fate, it can be utterly new.
:D that's true!
I am going to go pick up lunch, then come back here and tinker and write.
 
Conversation ended Sep 29, 2014 at 2:14.