4741Re: [FateRPG] Exchange-based resolution: deciding the minutiae
- Dec 14, 2005foulprank wrote:
> Hello, this is a first-time post from a long-time lurker.Welcome. :)
> So how _do_ I decide what is objectively happening? This is a matterWell, let me first say that being too married to the idea of
> which I think hasn't been discussed to death yet. I'm one of those
> GM's who really like to have a some sort of yardstick when it comes
> to deciding on the outcome and effects of an exchange.
'objectivity' when describing dice results might do you more harm than
good in general. There's really no such thing. No matter how detailed
the rules get, whether it's Risus or Rolemaster, there always comes a
point where you have to interpret the results in description, and that
can't help but be purely subjective.
> I know my players wouldThere are fairly clear guidelines in the book about what each "level" of
> object to a clearly arbitrary decicion, I would too.
the grid indicates - a tie is a negligible result, a Clip is a fleeting
or momentary advantage, a Hurt is a palpable but not telling result, an
Injury is a telling result with potential post-conflict consequences,
and Taken Out is, well, taken out.
I'm not sure if you're looking for more detail than this or not. Beyond
those guidelines, everything is genre, tone, and the consistency of your
own judgment. In a Matrix game of Fate, for example, combat results
might routinely include aerial stunts that defy the laws of nature. In a
gritty, modern spy game, they won't. An Injury in a gritty game might be
bruised ribs and in a Matrix game might be enough internal damage to
make your character spit up blood. There are intangible guidelines there
that come from your knowledge of a genre or "feel" - adhering to that
doesn't make your decisions arbitrary, even if it's not a printed rule.
As a mechanical aid to your endeavors to enforce genre, you may consider
altering the challenge grid depending on what kind of game you're
running. If you expect characters to take a lot of hits before having
problems, like in a supers game, you might re-do the grid like this:
Scratch:  Hurt:  Injured: 
Here, characters can take a lot of palpable hits before Injury, so you
get a lot of room for "duking it out" where both people are a little
bloodied without worrying about the death spiral as much - even with hte
Injury box filled, you max out at a penalty of -2 here.
Conversely, a really gritty game might look like:
Scratch:  Hurt:  Injured: 
With this, MoS 2-4 hits will bleed up into Injuries quickly, incurring
that -1 cumulative penalty per box. So, basically, every time you take a
decisive blow, it's really going to suck bigtime. This grid has a
massive death spiral, -5 total when the grid is full, and makes the need
to reserve aspects for combat super-important. It's probably too extreme
for most games.
Is this something like what you were looking for?
-Landon Darkwood <lcdarkwood@...>
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