>> I'd be especially nervous about collapsing everything in to
>> Combat, Charm, and Stealth, because of the power boost those get.
>Yeah, it's a nervousness I share. Here's my lines of thinking on them:
>Combat: This particular game will not be, I anticipate, very combat-focused. I tried to think
>if there were any classic characters in the genre who were high-Fight low-Shoot or vice versa,
>and came up empty. Most of the ones I could think of were either pretty good at both or
>pretty bad at both.
That's a reasonable, narrative-focused approach. If the players all limit themselves to those archetypes, sure. =) I don't always apply the infinite monkey theorem when I think about what players might do, but every time I don't, they surprise me by doing something really unexpected with the bananas.
>Also I hope this will end up making gun use a bit more... tempting. Sure, you could just go on
>and keep punching the guy in the face, but come on, your gun is right there! It'd be so easy to
>shoot him in the face instead! You know you want to.
>But yeah, I'll be keeping an eye on it. Every party seems to end up with at least one combat monster,
>so I expect it'll get good and playtested.
That testing is the key. Fate Core is pretty weapon agnostic by design. One way to make guns more "attractive" (you have very different players than most of mine =) if that's a goal, is to give them weapon ratings. Because it cuts both ways, I'm playtesting the gun/armor balance carefully. Having characters traipsing around most scenarios in military-grade Dragon Skin or ceramic plates in ballistic carriers is not the vibe I'm aiming for. Once in a while, when the Obligatory Excrement Strikes the Legendary Rotating Impeller, it's totally cool to break out the "bigger guns" quote from Split Seconds, but the Modernity isn't meant to model "SWAT team raid o' the week".
>Charm: Mostly this comes out of my suspicion that there'll be lots of cases in which the PCs are saying
>something mostly true but a little false, or mostly false but a little true. I'm not sure I want to get into
>a lot of hair-splitting about just how much lying someone has to be doing before getting into Deception.
>Also, couldn't think of many characters I'd identify as high-Rapport low-Deceive or vice versa. This
>might end up being a big enough part of the game to warrant splitting it back out, though, so we'll see.
Following that rationale, why not fold the provocation angle into the same skill, too? Maybe you did and I've slept since then. =)
>Stealth: The more I look at Burglary the more I think it's just not wide enough for most of the games
>I tend to run. So I'm not really too worried about lumping these together.
People in fiction who can be adequately quiet/hidden tend to be higher in number than people who are competent in picking locks, cracking safes, bypassing motion sensors, etc. Not sure what time period your setting is, so maybe it's not a big deal. My worry would be in a world where sneaky equals lockpicking (without a stunt or something as cost of entry), only player characters will bother locking their doors. =D
On my playtest teams with that skill list, I'd have a boatload of ex-Navy Seals with lifelong ninja training who made their first million dollars selling used cars. At least on red team and blue team. I haven't met gold team in person, and green team will start in two weeks, so we'll see what kind of trouble they get into.
>>Forensics feels too narrowly scoped,
>Yeah, maybe. What I might do is add a sort of fifth quasi-action to skill usage, forensic usage. It's
>been weighing on my mind. I'll take a stab at it and see how it looks.
That feels like an Overcome action for a knowledge skill, not a 5th class of action. To me. Investigation has a more broad application than just the forensic processing of a crime scene, to my (ex-cop) mind. My law enforcement background definitely colors my perspective. There are metric tons of reports to read, hundreds of witnesses to process, months of audio recordings to listen to, days of video to watch... and that just scratches the surface of investigation. First you have to figure out which forms to fill out in order to open up a new case. Heh.
>>and Lore got hyperspecialized.
>Well, Scholarship ate most of the traditional Lore stuff. The new Forbidden Lore is going to be a
>very special case, which I haven't really described at all yet.
Ah, I think I overlooked the academic Scholarship. Sorry! That's reasonable then. One of my two non-Fate Core-reflavored skills smells like your Lore. It's the gateway to magic, but serves primarily as a specialized knowledge skill without A) a supporting aspect to describe the general type of magic and B) a stunt/extra to justify each different manifestation of that type of action. A lot of what the players have imagined for themselves so far has felt powerful enough to also cost FPs.
Magic has been a tricky bit. With the design goals for magic in Modernity to be 1) rare, 2) expensive, and 3) risky, the trick has been to find the balance point where most players would be willing to give it more than a passing glance without making it the default "easy button" for everything. The magic toolkit was helpful in thinking about it how to balance it without overshadowing everything else. I intend to go fishing for more Fate magic articles to ponder upon before I bring another dozen newbies into The Laboratory. /evil_cackle