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FATE combat questions   Message List  
Reply | Forward Message #2224 of 16065 |
Re: [FateRPG] Re: FATE combat questions

On Tue, 13 Jul 2004, Dave Hill wrote:

> Is an attack using this sort of Mook Group Challenge Track
> handled as ... well, how *is* it handled. Each player
> rolls, the mooks make a single en masse roll:
>
> Let's say that G1-4 beat the mooks, but the mooks beat G5.
> (Hey, it could happen -- that's why we even bother to run
> the combat, right?)
>
> So ... G5 takes damage on his wounds track from that
> single mook success (which is bolstered one,
> intrinsically, by the mooks' superior numbers).

Not the way I'd run it -- if the mooks are beat by even
one guy, they don't get the result.

> Do the mooks take damage on the track ...
>
> ... from the MoS from each of G1-4 (G1's Mos, G2's MoS,
> etc., which would tend to mean that the mooks would be
> toast after a single good exchange)?

Yeah. Mooks faw down fast if you throw enough PCs at them.
Keep in mind, the idea is that a Mook Mob is the "equal"
of a single PC. If they're facing five PCs, and you want
the fight to have some duration to it, you might want to
do it as five mobs.

> ... from just the *best* MoS by G1-4 (G1 got a MoS of 5,
> so the Good Guys have inflicted Heavy Casualties on the
> mooks over that lengthy-but-compressed exchange, while
> taking some hurt to G5).

This is certainly another way to handle it. The question
to ask yourself is whether you want a game where multiple
attackers on a single target (in this case, the mook mob)
yield multiple results (which I think is our default) or a
single result (which is what you're suggesting above and
is certainly a viable option)?

Multi-result combat is more lethal because you'll have
faster rollover of boxes, even when folks are getting a
bunch of otherwise "temporary" MoSes (if four guys get a
Clipped on a guy or mob who has two Clipped boxes, those
two free up, and then he takes two Hurts -- ouch!).

Note, you can mix this stuff up to taste -- and you don't
have to be fair. A game where the PCs are difficult to
harm and can face down armies might have a single-result
philosophy applied to attacks that succeed against PCs,
but a multi-result philosophy against NPCs. A Hong Kong
game might have a single-result philosophy (so named guys
and PCs can have a protracted shootout) but the poor mook
mobs might get the multi-result. And finally, a Cthulhu
game might operate under the rule that monsters only take
single-result pain while all others (i.e., humans and thus
PCs) face multi-result.

We should probably put this in a sidebar. :)

> Or do all of the Good Guys have to beat all of the Mooks,
> or vice-versa, for anything to happen (that seems a bit
> too abstracted, as well as less likely to resolve things
> quickly)?

Only one member of a 'side' needs to win an exchange in
order for the success to be in the hands of that side. The
only way your mook mob will hurt the PCs, at least in the
default set-up, will be if they beat *all* of them.

This is the 'safety in numbers' principle, effectively
(which you're *removing* from the Mooks since you're
treating them as a single entity, but *preserving* for
your PCs).

> One thing a compressed battle of this type seems likely to
> do is not only save time, but reduce the expenditure of
> materiel and, most importantly, Aspects, since the number
> of exchanges and rolls are reduced. Which is, perhaps, how
> it should also be (at least from a dramatic standpoint).

Yep. Look to your priorities, tune mechanics to fit.

--
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/




Tue Jul 13, 2004 4:19 pm

iago23
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Forward
Message #2224 of 16065 |
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... I did some thinking about this last night. Assume our merry band of Five Heroes (G1-5), up against the couple-o-dozen mooks charging at them. Some...
Dave Hill
davehill47
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Jul 13, 2004
2:22 pm

... Not the way I'd run it -- if the mooks are beat by even one guy, they don't get the result. ... Yeah. Mooks faw down fast if you throw enough PCs at them. ...
Iago
iago23
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Jul 13, 2004
4:20 pm

... So, do the PCs get Superior Numbers (going against a "single Mook-Mass"), do the Mooks get Superior Numbers (there being lots o' them), or is it a wash ? ...
Dave Hill
davehill47
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Jul 13, 2004
8:08 pm

... Well, it's that, but I'll happily tell you how *I'd* do it -- just don't consider this as anything other than one particular GM's approach. If I'm doing a...
Iago
iago23
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Jul 13, 2004
9:04 pm

... Thanks -- what you suggest makes a lot of sense (and, after all, you do have a fair amount of insight into the game mechanics). :-) ... Agreed. And,...
Dave Hill
davehill47
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Jul 13, 2004
9:52 pm

From: "Dave Hill" <dave@...> ... Clipped: extra -1 for one exchange Darren...
Darren Hill
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Jul 13, 2004
9:48 am

... Yeah -- that occured to me at the time, but I didn't think of "clipped" damage the same way. Got it. *** Dave...
Dave Hill
davehill47
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Jul 13, 2004
12:40 pm

... Absolutely true. I noted the same thing about the differences between Hero Quest simple and extended contests. Going to extended contests means that ...
Mike Holmes
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Jul 13, 2004
2:50 pm

... From: "Dave Hill" <dave@...> ... IMO, yes. ... G2 doesn't get to hit anyone, since B1 beat his roll. Make sure players understand this, and...
Darren Hill
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Jul 14, 2004
8:30 am

From: "Dave Hill" <dave@...> ... Well, I'd most likely use one Mook mob per PC (or one challenge track per PC) - so it's possible for the...
Darren Hill
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Jul 14, 2004
8:44 am

From: "Darren Hill" <Starscape@...> ... G2 ... and ... a ... Of course, I forgot to explicitly answer the question: each mooksquad is treated as a...
Darren Hill
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Jul 14, 2004
9:08 am

... track per ... player if ... Hmmm. Interesting. I'm not sure where my mental tipping point is between making mooks a mob, and treating them as...
Dave Hill
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Jul 14, 2004
12:41 pm

... Mobs are a dramatic convention of which the villain is not aware. So he is deploying his mooks in the best way he knows how (actually in most genres where...
Mike Holmes
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Jul 14, 2004
2:06 pm
darkwood@...
jhudsui
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Jul 15, 2004
3:53 pm

Okay, was having problems with my WebMail client, so if a mail shows up on the list with nothing of mine on it, my apologies. It is an evil, hideous debacle of...
jhudsui
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Jul 15, 2004
3:54 pm

... Interestingly as a result of this whole conversation, I;m about halfway through a draft to that effect. :) -Rob D....
Robert Donoghue
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Jul 15, 2004
4:20 pm

... Glad to have let my ignorance and confusion play a part. :-) *** Dave...
Dave Hill
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Jul 15, 2004
4:37 pm

... All good, fine points, esp. as summarized at then end. Part of where this comes home to roost is not just with me (the GM) trying to pick and choose the...
Dave Hill
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Jul 15, 2004
4:41 pm

... I can feel your pain, here. I playtested Fudgeless Fate with a few different genres, and was playing around with different configurations for the dice odds...
jhudsui
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Jul 15, 2004
6:20 pm

... Well, there's the $64,000 question in my mind: do tactics matter with mobs? For Feng Shui's mooks, for example, they absolutely do not. The mooks are...
Robert Donoghue
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Jul 15, 2004
7:07 pm

... Wow. Rob, your suggestions in this post suggest to me that you are really very conflicted over GNS priorities, and what the system should support. When it...
Mike Holmes
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Jul 16, 2004
4:04 pm

... I should note that in general I (and I think Rob at least to some extent) find the GNS lingo to be bunk. It has too much of a taint of navel-gazing...
Iago
iago23
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Jul 16, 2004
4:07 pm

... *laughs* I suppose it is on some level, but not surprising. Some of the best books I've ever read for GMing have been about scams and stage magic. ...
Robert Donoghue
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Jul 16, 2004
7:50 pm

Dare I ask what GNS lingo is? I'm finding the discussion of mook mobs and varying the challenge tracks rather interesting. In my post apocalyptic "awakened...
DC
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Jul 16, 2004
4:19 pm

I had no idea either, but a quick google gave me the wikipedia entry for it. http://en.wikipedia.org/wiki/GNS_Theory andrew...
Andrew
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Jul 16, 2004
4:32 pm

... That's a decent summary, thanks for finding it. It's been said several times that Fate straddles the Narrativist/Simulationist boundary, as the Sim side of...
Iago
iago23
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Jul 16, 2004
4:36 pm

... Yes, I'm aware of your opinion. Mike _________________________________________________________________ MSN Toolbar provides one-click access to Hotmail...
Mike Holmes
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Jul 16, 2004
6:29 pm

My crew is having fun with the game, since the mechanics of what particular weapon or technology you carry is pretty much secondary, other then a couple of...
DC
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Jul 16, 2004
6:55 pm

... I leave the analysis of whether that's Simist or Gamist to folks better equipped to analyze. :) -- Fred Hicks * "Curse you iago and your fast fingers!" -...
Iago
iago23
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Jul 16, 2004
7:00 pm

I leave the analysis of whether that's Simist or Gamist to folks better equipped to analyze. :) Works for me. Generally as long as the players stay happy, I'm...
DC
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Jul 16, 2004
7:07 pm
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