... That in this take, a +5 hit gets you a Severe Consequence. You can spend five points to make it go away, or just three and take a Mild. In the original...
... I fail to see how these two ideas are incompatible. There can be both good roleplaying AND good mechanics to enhance the roleplaying. But if I have to...
... Sorry, I meant compared to 2/4/6. Other than that your numbers are slightly different, which is obviously a fine-tuning matter. ... Oh sure. I was just...
... Heh. Thanks. You're right on the money there. I've been spending the last year or so learning just how tricky it is to write a game others can use, rather...
... Yep, I'm on that case already. ... This was my first thought too, but it's a bit cumbersome to have an attack on everyone every round. My current approach...
... Very interesting, Bill! Thanks for the linkage, I'll check it out. I'm a big fan of Fred's work in general. DRYH is an excellent game, and Psychonauts is...
... Maybe I need to explain myself better. Roleplaying is partly about the sheer experience of "being there", something rules don't do much to affect until...
... It can be generalised to everything. 'Taken Out' just means that you lose the conflict and your opponent gets to decide the terms - so a permanent...
... If I read you right, you see it not as an alternative, but as a possible addition - when you're Taken Out, the opposition can impose a permanent...
... I see Taken Out as just being a consequence more severe than serious - whether it's a permanent result, or it's a long-term disadvantage, or it's just...
If I may offer a *completely* different hack, based off this idea.... I could see this working well with a modified version of the Fate 2.0 rules, replacing...
So, I'm looking at running a short introductory FATE3 game at some point in the near future, riffing heavily off various urban fantasy/low-key horror things...
I agree with the idea of longer lasting consequences. Horror RPGs have always been much more about facing a fewer number of more terrifying foes, rather than...
I like the use of Intimidation when the creature "ups the ante", so to speak, rather than every round. Good call. By the way, if you look at the Intimidate...
Yes, Taken Out is clearly an exception to the rule that players choose their consequences. You can see this by the fact that opponents can veto a concession....
BTW, your email addr leads me to believe that you smoke hookah-like pipes on a far away planet. What have you done about converting Jorune to FATE? Hmm? At...
That's cool! Why not give the characters permanent scars to remind them of their past exploits? That would lend a lot of continuity to a campaign! Bill ... ...
I was going to hold off on examples until people had blown the inevitable enormous holes in the rules/concept, but ok. :) Trick: Orphic Boon The character...
Hey, I've been looking at fate 2.0 lately and I was wondering if someone could explain to me why in Spirit of the Century (fate 3.0?) aspects don't get ranks...
... I'd need a good stock of fresh giggit before starting to think about that problem! Anyone heading to the Trinnus in the near future? I used to run a Jorune...
OK. Sounds fairly workable. I wonder about the multiple free tags and the book-keeping involved, though. Seems a bit clumsy. I also might be inclined to have...
... [I've really got to work on my descriptive prose. People are misinterpreting me too often for my taste! Let's see how I do here.] I wasn't suggesting...
... There you go! There's your choice! In your game, in the GM's section, talk about the investigation/confrontation alteration as a way to keep the players...
... Your enthusiasm is most welcome, but I have reservations. For one thing, this isn't the answer to my question about combat. If it was, to take an extreme,...
Y'know, the more I think about it, the more it becomes apparent that I can actually make the sort of low-keys powers thing I want work with the Stuntless rules...
From what I've looked through and seen, SotC removes what I liked about FATE, and adds a serious degree of complication that makes me think...where the hell...
... Sadly, the answer's going to have to be "wait and see". I think the simplicity's there, but when we sit down to do *specific implementations* like Spirit...
... I hear you, but my take on this is that FATE is very modular, and generally easy to simplify to your taste. So I'm wondering how you're hurting. Don't like...