05:21
It's been a couple of years since I started Fate, and I've had cause to reflect on something a few times recently.
Of the various problems the system has, the biggest failing seems to be there's a significant lack of guidance available for determining the difficulty of a task someone's attempting.
The guidance in Fate Core and Accelerated is thin, and more or less come down to "pick 4 if it's hard, more if it's harder".
How the narrative should translate difficulty into numbers is difficult to figure out. I'll be thinking more about this in upcoming games.
A technique that's been advised to me from time to time is thinking of the person's score on their sheet and whether I want this action to potentially cost them anything, but I'm going to put that aside in an upcoming session and think of the narrative alone, forgetting everything on the character sheet except for, y'know, who the character is: who are they, what are they trying to do, and how difficult would this be in a good story?
It'll either be a fair challenge (+2), a great challenge (+4), a very serious challenge (+6), or a phenomenal challenge (+8), or totally ridiculous (+10 or higher, or seriously let's break this down into a Challenge instead).
If they happen to have a really big score in a relevant skill, cool, that just means they're good at confronting challenges of that scale. It doesn't mean it was any less phenomenal a challenge for them.
06:17
So, here's how I've been approaching that lately: I take the highest skill rank available to the PCs (+5 in ARRPG, +3 in Umdaar) and set that as "hard." If you're good at it, you've got a good chance of succeeding.
> If the PCs are overflowing in fate points, or it’s a crucial moment in the story when someone’s life is on the line, or the fate of many is at stake, or they’re finally going against foes that they’ve been building up to for a scenario or two, feel free to raise difficulties across the board.
You should also raise difficulties to indicate when a particular opponent is extremely prepared for the PCs, or to reflect situations that aren’t ideal—if the PCs are not prepared, or don’t have the right tools for the job, or are in a time crunch, etc.
You should also raise difficulties to indicate when a particular opponent is extremely prepared for the PCs, or to reflect situations that aren’t ideal—if the PCs are not prepared, or don’t have the right tools for the job, or are in a time crunch, etc.
5 hours later…
8 hours later…
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