[Darren:] ... I like that. ... Hm, right. But when you help someone, you cannot do anything else at the same time, so to give someone else the same +1 bonus...
2700
Darren Hill
demiurgeasta...
Oct 3, 2004 5:27 pm
On Sat, 2 Oct 2004 23:46:36 -0400, Kurt Rauscher <krauscher@...> ... I personally see no need for players to transfer FP to other players. What should...
2699
Pierre-Alexandre Sicart
sinocelt
Oct 3, 2004 11:10 am
[From Kurt:] ... In a score years of gaming, I've known only one player actually willing to play a supportive role to another player's character. As a player...
2698
Pierre-Alexandre Sicart
sinocelt
Oct 3, 2004 10:54 am
... Problem with a communal pool: who gets to choose who draws from it? If you expect all the players to agree... I expect the game to be bogged down. Mark: I...
2697
Steve Lewis
jarrahkin
Oct 3, 2004 7:24 am
Alternatively, have them secretly allocate a number of FP at the start of each session. They write them down, hand them to the GM who announces that the Pool...
2696
Jari Mäkelä
soulstone69
Oct 3, 2004 7:13 am
Hi, ... pool. How about a communal pool of set value? The pool could be only 10fp or some other arbitary number? ... most Fate points (because they took...
2695
Iago
iago23
Oct 3, 2004 4:22 am
... Nope -- sounds like you're hitting exactly what you should be. Poke around the files section, you should find some of the materials I generated for my own...
2694
Kurt Rauscher
armchair_gamer
Oct 3, 2004 3:46 am
On Fri, 01 Oct 2004 22:54:17 +0100, Darren Hill ... The first thing that came to mind for me was allowing someone to check off a 'mentor39; or 'teacher39; style...
2693
Joe Murphy
broin
Oct 1, 2004 11:56 pm
I'm hoping to start up a Buffy-inspired game in the near future, using an implementation of Fate. The group are mostly newbies, aged 13-16. They're...
2692
Joe Murphy
broin
Oct 1, 2004 11:27 pm
I really enjoy sitting down with a roleplaying system that addresses issues (or solutions) I'd previously considered myself. Partially because I'm vain, but...
2691
Joe Murphy
broin
Oct 1, 2004 10:42 pm
... decrease ... two ... The ... chance of ... with ... Considering how many analyses of Fudge probablities there are, there's really no excuse to...
2690
Pierre-Alexandre Sicart
sinocelt
Oct 1, 2004 10:41 pm
... Good point. ... To avoid real-life ressentment. It'd work for a Fate Paranoia game, maybe for a Fate Amber game, but I'd stay clear of it otherwise, unless...
2689
Pierre-Alexandre Sicart
sinocelt
Oct 1, 2004 10:37 pm
... Well, that's the thing: if players are naturally loathe to do it, it's not going to become a communal party pool anyway. Have a little faith in mankind's...
2688
Darren Hill
demiurgeasta...
Oct 1, 2004 9:54 pm
... Even 2:1 seems a bit steep to me, but 1:1 doesn't 'feel' right either, for the reason you propose - then everyone's FP becomes a communal party pool. But...
2687
Pierre-Alexandre Sicart
sinocelt
Oct 1, 2004 9:54 pm
I forgot to specify something: this system eliminates static contests and challenges. So when a task has a difficulty of "Great" the GM rolls d12. One more...
2686
Darren Hill
demiurgeasta...
Oct 1, 2004 9:53 pm
... Even 2:1 seems a bit steep to me, but 1:1 doesn't 'feel' right either, for the reason you propose - then everyone's FP becomes a communal party pool. But...
2685
Pierre-Alexandre Sicart
sinocelt
Oct 1, 2004 9:44 pm
... I think it'd be 4 to 1 or 3 to 1.. that way, you don't have the party shuffling around FP's to the people that need it at that particular moment. As Mike...
2684
jarrodhenry@...
magnwa
Oct 1, 2004 9:24 pm
... See, I think it's a great idea.. but I wouldn't allow it at a 1:1 trade. I think it'd be 4 to 1 or 3 to 1.. that way, you don't have the party shuffling...
2683
Mike Holmes
mike_c_holmes
Oct 1, 2004 9:22 pm
... Well, what I was thinking is finding some way of incentivizing donating. For example, perhaps the player who did the donating gets to describe the effect ...
2682
Pierre-Alexandre Sicart
sinocelt
Oct 1, 2004 7:16 pm
... Right. It works. ... Neither do I, honestly! But is that a reason not to allow it? I just thought about mentioning the possibility in the rules so that...
2681
Causey Mark
adamantineangel
Oct 1, 2004 7:08 pm
My precious Fate Points, mine! Mark Causey Siemens Medical Solutions Southeast ISM Dispatcher Customer Support Representative mark.causey@... ...
2680
Mike Holmes
mike_c_holmes
Oct 1, 2004 6:55 pm
... Why must it represent that? Why can't giving another player a point when he needs it be reflected by saying, "Remember when I wished you good luck? Well,...
2679
Mike Holmes
mike_c_holmes
Oct 1, 2004 6:51 pm
... Actually you have this precisely backwards. More dice means less chance of rolling precisely zero. With two it's still 33%, with three it's 26%, with four...
2678
lamboz@...
lamboz2002
Oct 1, 2004 5:57 pm
... Thanks, Fabio! ... Hmmm... using 2d12, with a +2,+1,+1,+1,0,0,0,0,-1,-1,-1,-2 ? It'd be nice... :-) Ciao, Max...
2677
Pierre-Alexandre Sicart
sinocelt
Oct 1, 2004 3:53 pm
... Ah, true. Basic maths here. *blushes* Still, it prevents extreme results too, especially failures (since you can transform a "-" into a "+" with an ...
2676
Pierre-Alexandre Sicart
sinocelt
Oct 1, 2004 3:47 pm
Among others, fate offers an alternate system to roll dice than the Fudge one: you roll one d6 per skill level (I do simplify). While d6 are easily available,...
2675
Joe Murphy
broin
Oct 1, 2004 3:37 pm
... players ... roll? Because the odds of rolling an average effect - a zero - would decrease dramatically. With one dice, there's a 33% chance of rolling a...
2674
Pierre-Alexandre Sicart
sinocelt
Oct 1, 2004 3:30 pm
What about a mechanics to give more meaning to the usual "Good luck" or "Wherever you go, I'll be by your side" or "May the Force be with you"? I'm talking...
2673
fabio milito pagliara
elfabious
Oct 1, 2004 3:18 pm
Il Mon, 27 Sep 2004 17:09:53 +0200 Era Volgare, Max Lambertini ... you are the best! note: except for the 4d10 YOU heathen, go for 4d12 :P -- ciao, fabio...
2672
Pierre-Alexandre Sicart
sinocelt
Oct 1, 2004 3:17 pm
Just an idea crossing my mind. A possibility. What about letting the players decide how much risk they're willing to take? In game terms, what about letting...