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Reply | Forward Message #2810 of 16065 |
Re: [FateRPG] Re: New to FATE

On Wed, 20 Oct 2004, Steven Roman wrote:

> This would look like:
> Skill: Cyberhand: Average (+0) [][][]
>
> A stunt could be used for extra damage in hand-to-hand for a scene,
> or crushing something, etc.
>
> Hmmmm ... for some reason, I have a nagging suspicion that I can't
> have that many extras associated with that few skill points. Should
> the number of skill points spent in extras be more than the number of
> skill points spent on Skill Rank?
>
> i.e.--I only spent 1 point on the skill to bring it to Average, and 3
> points on Stunts. Should I be required to spend 2 on the skill rank
> (bringing it to Fair) and 2 points on Stunts?

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 many stunts on a skill as
that skill has levels (so a two-point skill can only
have two stunts on it). One downside here is that you can't
ever stunt on defaulted skills, which may not always
work for you.

Option 2: You can only have as many stunts on a skill as
you have phases on your character (this number can be
halved or doubled if it seems too generous or miserly).
This keeps stunts from getting out of control, and lets
you decouple the skill rating from the stuntiness of the
skill -- which yields more texture. The downside comes
up in how many phases you're doing in the first place --
if you wanted 4 stunts on a skill, that's not too hard
under Option 1, but you've got to be a 7 or 8 phase
character to get it under Option 2.

--
Fred Hicks * "Curse you iago and your fast fingers!" - Rob Donoghue
Co-Author of Fate - Author of Pace - Jim-Butcher.Com Webmaster - Weirdo
Fate RPG * http://www.faterpg.com/ Pace RPG * http://www.evilhat.com/pace/
Evil Hat * http://www.evilhat.com/ Jim Butcher * http://www.jim-butcher.com/



Wed Oct 20, 2004 5:02 pm

iago23
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Message #2810 of 16065 |
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... persistant ... and in the ... cyborg ... an Extra ... the same ... whenever ... taken, ... Yes! Extras for sensory enhancements seem the way to go. Then...
Steven Roman
ashesascending
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Oct 20, 2004
4:53 pm

... 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...
Fred Hicks
iago23
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Oct 20, 2004
5:03 pm

... 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 ...
Steven Roman
ashesascending
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Oct 20, 2004
5:40 pm

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...
Todd Roy
famousfoxking
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Oct 21, 2004
2:16 pm

... Your 2nd Schtick example (infravision) sounds basically like an intrinsic extra, so maybe schticks should cost the same as stunts? the lack of flexibility...
Kurt Rauscher
armchair_gamer
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Oct 21, 2004
3:06 pm

... 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....
Todd Roy
famousfoxking
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Oct 21, 2004
3:49 pm

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...
dicework
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Oct 22, 2004
10:51 am

... 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....
Todd Roy
famousfoxking
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Oct 22, 2004
4:39 pm

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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...
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________________________________ From: yoshorampo <yoshorampo@...> To: FateRPG@yahoogroups.com Sent: Wednesday, 14 January, 2009 21:54:24 Subject:...
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