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Reply | Forward Message #1966 of 16065 |
Re: [FateRPG] Re: Missile Combat Query

On Sat, 17 Apr 2004, ranthilian wrote:

> I think you've hit the nail on the head here as to why I
> have had trouble with the exchange based combat
> explanation. To quote the section "These actions should
> only be things that take a few moments to perform, such as
> attacking someone, or jumping onto a rope and swinging to
> safety" This is really the only examples given in the
> exchange based fight description and both are basically
> single things rather than the small set of actions you
> intended to convey.

Yeah, I've come to realize that the text isn't entirely
accurate. I mean, you can run it that way, and the
emphasis should still be on small increments of progress
rather than large ones, but I think my ideal model for an
exchange-based fight is a segment of a fencing duel from a
classic hollywood movie.

I think Erol Flynn's sequence of cuts and parries driving
Basil Rathbone back a few paces (from one section of the
set to another) as he tries to defend himself against the
hero's grinning assault is a single exchange (probably
ending with poor Basil getting Clipped).

That's intentional and present in my notion, at least, of
exchange-based fighting because I wanted a system that
gave me the satisfaction of making combat involve enough
contests (declarations of goals/actions, die rolls to
achieve them) to feel meaty and real, but wanted the
combat to run fast -- and to have enough "stuff" going on
in it -- that it felt like a good, important scene
straight out of a movie. What I didn't want was for a few
sword-strokes to take orders of magnitude longer than it
took to describe the scene...

You can still get there with turn-based stuff, but it's
harder. And you can definitely get there with scene-based
stuff, but since there's just a single roll per
participant there, I think it ends up feeling too light
and insignificant. So exchange-based -- at least as I've
conceived of it and run it -- ends up feeling like the
"sweet spot".

Hm, maybe the three modes break down into these
correspondances:

* Turn : Actions, like 'I attack X' or 'I move across the
room'
* Exchange : Goals, like 'I want to wound X' or 'I want
to find a better position'
* Scene : Results, like 'I want to get past the guards
and into the armory.'

I'm not wholly satisfied with that, but I think it's at
least _roughly_ right.

> This comparison makes the intention MUCH clearer to me
> than the text in the Fate document. I think it would be
> beneficial to include such a direct and explicit
> comparison of the different methods in the chapter. Also,
> I would recommend a sidebar in the Turn Based Fights
> section mentioning the 'Initiativeless Turn' that has been
> kicked around in this thread.

Yeah, I think you're right on both counts. Keep in mind,
while I might be speaking with a tone of authority here,
I'm figuring stuff out as I'm typing it too. I think this
thread's done a better job of forcing me to articulate the
ideas behind the exchange mode of combat than past
efforts.

> By the way, I hope I have not come across to negatively in
> this thread. I'm really just offering feedback on things
> that have given me trouble and suggestions for improving
> clarity.

It's text. I do my best to avoid responding to the tone,
but I don't always succeed. I could tell your heart was in
the right place, at least, and we're getting to a good
place with what's coming out of it. I appreciate people
who bloody my nose a little in the interests of getting my
head pointed in the right direction. ;)

--
Fred Hicks * "Curse you iago and your fast fingers!" - Rob Donoghue
Co-Author of Fate - Managing Editor of Fudge Factor - The 'fan' in fanatic
Fate RPG * http://www.faterpg.com/ Fudge Factor * http://www.fudgefactor.org/
Plink * http://www.rainlikely.com/ Jim Butcher * http://www.jim-butcher.com/




Sat Apr 17, 2004 3:22 am

iago23
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Forward
Message #1966 of 16065 |
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... I think you've hit the nail on the head here as to why I have had trouble with the exchange based combat explanation. To quote the section "These actions...
ranthilian
Offline Send Email
Apr 17, 2004
3:06 am

... Yeah, I've come to realize that the text isn't entirely accurate. I mean, you can run it that way, and the emphasis should still be on small increments of...
Iago
iago23
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Apr 17, 2004
3:22 am

I like everything except Scene, the Results item sounds too close to Goals, the examples appear too synonymous, for me anyway. Hmmmm ... fishing for terms...
Manveru
j0vin
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Apr 17, 2004
4:21 am

Yeah -- Conclusion sounds best here. ... -- Fred Hicks * "Curse you iago and your fast fingers!" - Rob Donoghue Co-Author of Fate - Managing Editor of Fudge...
Iago
iago23
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Apr 17, 2004
4:39 am

Another question about missile combat. If 4 bomen are firing at a target do they get a +1 for outnumbering the target or shpould I roll 4 searate attacks? what...
dalcun
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Apr 19, 2004
9:28 am

... First, a correction: 4 bowmen firing at one target means four people making a roll a piece, each with the +1. (Your question implies an either/or.) In that...
Iago
iago23
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Apr 19, 2004
3:49 pm

... Well, some of these viepoints are very effective. Maybe some of these things ought to be "law". I've said this before, but I think that FATE suffers in...
Mike Holmes
mike_c_holmes
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Apr 20, 2004
5:44 pm

... Yeah, but that may end up the place of individual implementations (settings?) for Fate. There is an extent to which I, at least, want a number of tools in...
Iago
iago23
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Apr 21, 2004
3:04 pm

I want to know what the defaults for gun combat should be. IE: Should gun defence default to poor? What if the target has gun combat good? Do they get to...
dalcun
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Apr 14, 2004
12:54 pm

... I think it just doesn't feel as intuitively right to have skill be the primary point of comparison in a gunfight. Or at least not shooting skill. How...
ranthilian
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Apr 14, 2004
3:00 pm

... Have you considered decoupling the two events, then? What I mean is, have each shooter roll a test against a set difficulty. The GM sets the difficulty...
drpachyderm
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Apr 14, 2004
9:02 pm

... This is what Ive been doing. Attacker rolls vs a range based target. Point blank = Poor Close = Mediocre Medium = Average Long = Fair Extreme = Good This...
dalcun
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Apr 15, 2004
10:14 am

Well, I've been busy and, now, sick, so I haven't spoken up on this topic yet. Let me, at least, speak to the disconnect I have with the disconnect, as it were...
Iago
iago23
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Apr 15, 2004
1:50 pm

Given this excellent discussion of the wide applicability of the 'wound' chart to non-wound circumstances, one thing I'd suggest is articulating (and perhaps...
Manveru
j0vin
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Apr 15, 2004
4:48 pm

... Yep -- I believe this is already in our plans. :) -- Fred Hicks * "Curse you iago and your fast fingers!" - Rob Donoghue Co-Author of Fate - Managing...
Iago
iago23
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Apr 16, 2004
1:19 am

... Ok, here is my problem with this. Joe and Bob are shooting at each other. While I understand your point about 'getting the shot set up' vs. 'getting the...
ranthilian
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Apr 16, 2004
2:26 pm

... I do. * Shooting at Bob faster and/or more effectively than Bob shoots at him * Recognizing how to limit Bob's shot opportunities ... You're drilling...
Iago
iago23
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Apr 16, 2004
2:37 pm

It seems to me the question is: Should a ranged combat skill include the ability to avoid being hit? If your answer is yes, then we get Iago's model and...
howard_m_thompson
howard_m_tho...
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Apr 16, 2004
3:28 pm

... That's not exchange combat, that's turn-based combat, honestly, with the effects of actions taken playing out simultaneously (effectively, initiativeless...
Iago
iago23
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Apr 16, 2004
3:32 pm

... You should probably add a note in the exchange based combat section to the effect that broader skills work better for it. I realize that to you this is...
ranthilian
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Apr 16, 2004
3:36 pm

... Sure. And under the skill list building section, we should talk about how the "style-based" skills work well with exchange-based, etc (Fencing, Pistolero)...
Iago
iago23
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Apr 16, 2004
3:42 pm

From: "ranthilian" <LWW@...> ... I think it depends on the genre you're aiming for. In a gritty and realistic crime noir setting, yes, standing out in...
Ed Northcott
enorthcott
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Apr 14, 2004
3:08 pm

It seems to me that conflicts between two ranged combatants persent no real confusion. The problems occur when a ranged combatant is attacking someone who...
howard_m_thompson
howard_m_tho...
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Apr 14, 2004
3:45 pm

On 4/14/2004, in <mid:3399F0DC-8DAF-11D8-973C-000A95A92CC4@...> ... I like to see "rewards" in the system for sticking to the genre. In my games, I...
Jim D
dangerthorn
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Apr 14, 2004
5:43 pm

... Amen, brother. I'm so with you here. ... This is entirely my position, too. I do think that, in general, guns do tend to have an advantage, but people are...
Mike Holmes
mike_c_holmes
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Apr 16, 2004
4:06 pm

... the GM's ... course, but ... I agree - although you can always just compensate the player through Fate points for temporary deprivation, which balances...
Adrian Price
afprice75
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Apr 14, 2004
1:15 am

... IMHO just being a knight should give him basics (avoiding embarassment will normally be covered) but doing something significant (to impress and get a...
lance dyas
garthan_drag...
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Apr 13, 2004
1:25 pm

... Welcome! ... The fastest answer to that is: laziness. :) Which is not a bad thing. Fate has an underlying premise of trying to get depth and buy in...
Robert Donoghue
r_donoghue
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Apr 14, 2004
2:12 am

Thanks for the answers, folks. It's helped me sort a few things out in how I'd prefer to handle things, and given me a couple ideas for new options... and...
Ed Northcott
enorthcott
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Apr 14, 2004
4:13 am

On Tue, 13 Apr 2004 22:12:30 -0400 Robert Donoghue <rdonoghue@...> ... Wouldn't these two work better as a challenge track for the Heffalump and the...
Michael D Brazier
mdbrazier
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Apr 17, 2004
6:04 am
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