> I am of the opinion that Stunts get short shrift in the
> current FATE rules.
So am I. In my own efforts lately, I've started to find
myself setting aside extras entirely, and just going with
an extensive Stunts based method. Seems to work pretty
well, though I haven't taken to putting it in front of
players yet.
... Thanks! I am of the opinion that Stunts get short shrift in the current FATE rules. I think that they deserve to be described up near the character...
... So am I. In my own efforts lately, I've started to find myself setting aside extras entirely, and just going with an extensive Stunts based method. Seems...
... In the fantasy game I'm making, I'm finding places for both stunts (as skill specializations) and Extras, and my players seem interested in the choice of...
... persistant ... and in the ... cyborg ... an Extra ... the same ... whenever ... taken, ... Yes! Extras for sensory enhancements seem the way to go. Then...
... Two rules of thumb which can work with 'regulating' stunts. Either works, both have their own advantages and limitations. Option 1: You can only have as...
... Thanks, Fred! I think I'll go with option one. Perhaps the limitation of being unable to stunt on defaulted skills is (more than?) balanced by the ...
I'm still trying to work out a structure that's completely satisfying, and so far it looks something like this: 5 Phases 1 Aspect/Phase, working just as...
... Your 2nd Schtick example (infravision) sounds basically like an intrinsic extra, so maybe schticks should cost the same as stunts? the lack of flexibility...
... Right, that's something that I left out. Being able to bat arrows out of the air, (and thus use Swordsmanship to defend agains Archery) would be a stunt....
The "Doesn't sink into snow" schtick ... To quote you, you're looking for "always on Stunts", things that are "important enough to the character's story" and...
... Which is largely how I'm thinking of them. In some ways this is really just me attempting to better express what I'm going to allow as intrinsic extras....
Hi, I'm new to FATE and to this group. I'm still learning about the system, so I'm full of questions. I hope you don't mind, but here are a few of those...
... Welcome! ... The first thing that springs to mind is the very shortened stress track and the method called "2/4/6" to handle consequences, of which you can...
... Yep, one of the best (together with "Something about Bob"), and full of quotables, like (from memory): M: "Some things never change. Always blowing things...
... Hello. ... Welcome! ... And we have answers. ... It depends on how you mean. If you're talking full-on point-buy like Champions or GURPS, then I'm not...
... We recently looked at the pyramid in some detail for our own project and one of the chief conclusions we came to is that the pyramid makes you build a...
... Welcome scifi. I wrote an elaborate post in response but the forum ate it and I've been scopped by near everyone else. In briefer form: Fred wrote on his...
Thanks for the great answers everyone. I've been reading FATE 2.0 and FUDGE to get a better understanding of where the SoTC come from. I really love the...
... I'm fairly certain that someone's done some work with supers, so you'll have to wait on that reply when it comes, but as for being possible, I can't think...
It sounds like you should really consider Starblazer Adventures. The Alien Races and Mutations chapter alone has a number of superpower- like abilities,...
An important thing to remember is that FATE is more a toolbox than a complete game. Spirit of the Century is not the same as FATE 2.0. It's more a specific...