- --- In FateRPG@yahoogroups.com, "ranthilian" <LWW@p...> wrote:
> I think it just doesn't feel as intuitively right to have skill beHave you considered decoupling the two events, then?
> the primary point of comparison in a gunfight. Or at least not
> shooting skill. How well someone shoots has very little to do with
> not getting hit by shooting. Range, cover, concealment, etc. are
> all much more important to keeping your hide in one piece when the
> handcannons come out.
What I mean is, have each shooter roll a test against a set
difficulty. The GM sets the difficulty based on how hard to hit the
other guy is, not on the other guy's skill. Use each character's MoS
to damage the other character (note that this allows for both
characters to be wounded in the same exchange)
Bob and Dave decide to shoot each other. They're standing on rooftops
across a wide avenue from each other. Bob has a colt .45 and Dave has
a sniper rifle with a scope. Bob is standing up and Dave is crouching
behind a low wall. Bob rolls against a difficulty of Epic while Dave
rolls against a difficulty of Mediocre.
Bob rolls +,+,+,- and has a Superb skill, so he hits with a MoS of 1.
Dave rolls +,0,0,- and has a Good skill, so he hits with a MoS of 3.
- On Tue, 20 Apr 2004, Mike Holmes wrote:
> So, have you given any thought to paring down to just oneYeah, but that may end up the place of individual
> practical presentation?
implementations (settings?) for Fate. There is an extent
to which I, at least, want a number of tools in my
toolkit, even if I only use a subset with each
That said there is certainly a part of me tempted to ditch
Fred Hicks * "Curse you iago and your fast fingers!" - Rob Donoghue
Co-Author of Fate - Managing Editor of Fudge Factor - The 'fan' in fanatic
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