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Re: [FateRPG] Revised Extras - An Error

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  • Fred Hicks
    That s about the size of it, yeah. In my mind, it s about impact where impact might be literal or might be, uh, narratively palpable, i.e., interesting. So
    Message 1 of 11 , Jan 24, 2013
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      That's about the size of it, yeah.

      In my mind, it's about "impact" where impact might be literal or might be, uh, narratively palpable, i.e., interesting.

      So if you "connect" (succeed in hitting the target) but deal no stress, maybe they're still "rocked back on their heels", which the boost represents.

      In more superhero contexts, maybe the boost gets traded out for a variety of other effects, like, "knock the target back one zone" etc

      Fred

      On Thu, Jan 24, 2013 at 3:56 PM, Alden Strock <alden.strock@...> wrote:
      Is the more explicit thinking here something along the following lines?

      - It can be boring when you roll but nothing happens mechanically.
      - An attack that connects (tie or better) but does no stress is one specific instance in which a boring kind of nothing can happen.
      - To prevent that specific situation from being boring, attacker gets a boost.
      - An attack that does result in some kind of mechanical effect is usually interesting, and therefore needs no additional rule.




      --
      Fred Hicks
      Co-President, Evil Hat Productions, LLC - www.evilhat.com
      Freelance Layoutist * Game Publishing Blogger - www.deadlyfredly.com
      For "real time" updates: http://twitter.com/fredhicks http://gplus.to/fredhicks
    • Robert Rendell
      One other errata: the Schools of Power example at the end of the chapter (p329) mixes up the terminology for Learn and Perceive . It s listed as Learn
      Message 2 of 11 , Jan 24, 2013
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        One other errata: the "Schools of Power" example at the end of the chapter (p329) mixes up the terminology for "Learn" and "Perceive".  It's listed as "Learn" in the Black League's skill list and in the final paragraph's example of speaking with the dead, but as "Perceive" when it says "The magical skills are Create, Destroy, Perceive and Change".

        On 25 January 2013 07:59, Fred Hicks <evilhat@...> wrote:
         

        That's about the size of it, yeah.


        In my mind, it's about "impact" where impact might be literal or might be, uh, narratively palpable, i.e., interesting.

        So if you "connect" (succeed in hitting the target) but deal no stress, maybe they're still "rocked back on their heels", which the boost represents.

        In more superhero contexts, maybe the boost gets traded out for a variety of other effects, like, "knock the target back one zone" etc

        Fred

        On Thu, Jan 24, 2013 at 3:56 PM, Alden Strock <alden.strock@...> wrote:
        Is the more explicit thinking here something along the following lines?

        - It can be boring when you roll but nothing happens mechanically.
        - An attack that connects (tie or better) but does no stress is one specific instance in which a boring kind of nothing can happen.
        - To prevent that specific situation from being boring, attacker gets a boost.
        - An attack that does result in some kind of mechanical effect is usually interesting, and therefore needs no additional rule.




        --
        Fred Hicks
        Co-President, Evil Hat Productions, LLC - www.evilhat.com
        Freelance Layoutist * Game Publishing Blogger - www.deadlyfredly.com
        For "real time" updates: http://twitter.com/fredhicks http://gplus.to/fredhicks




        --
        Have fun,
        Rob Rendell
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