Good document, makes broadening the pyramid and/or selecting initial pyramid much more intiative. However the section on advancement (cleary derived from fudge...
I loved that idea to, the only thing was you couldnt improve your skills really. I was thinking more along the line of not allowing duplication in each tier of...
On Wed, 1 Dec 2004 02:24:26 +0100, Pierre-Alexandre Sicart ... When the characters are first designed, they each must choose a different skill. Then, when they...
You said it wasn't edited. Here's the proof: "Lydia is creating a quick, eleven-phase character. She picks ten aspects for him and quickly determines a likely...
A little late, but anyway... How about: A Skill cannot be higher than the highest "supporting" Aspect. For example, your sword fighting skill can only be at...
Hahaha. Wow. Yeah, I was a real champ on that one. I changed the phases twice, and ... not very well. ... -- Fred Hicks * "Curse you iago and your fast...
... No, not really. I suggested that you should be able to rearrange the slotting of your skills in the pyramid. So you put all your existing skills in...
... This made think that - shouldn't the skills associated with the first aspect be higher than the skills associated with the second aspect and so on? I mean,...
... That's maybe a bit too drastic... "Last year I was mediocre at swordplay, and superb at gunnery, now I am superb at swordplay but mediocre at swordplay,...
... I think using the highest aspect would be a little limiting, since you get (usually) four times as many skill points as you do aspects. So, to quote from...
On Wed, 01 Dec 2004 14:43:01 -0000, Thijs Krijger <krijger@...> ... If you go by Fudge-on-the-fly guidleines, then each phase (or whatever period you...
... Also, characters with, say, five aspects at level one are just as valid as characters with 1 aspect at level 5 (and more preferable AFAIC), but this idea...
The document is awesome. Well, aside from some minor typo style glitches. I'm in two minds about the notion of dropping skills. From one standpoint, you could...
... I learned French at school - but I couldn't string a sentence together now. I was a pretty dab hand in a fencing club, but I'd have to relearn most of the...
... My question still stand: what if two players (or more) want the same skill? Fred has already provided answers, but I know that in one of my groups, it ...
... I'd already thought about that, but it compels players to invest everything in the same Aspect, even if that doesn't fit the character's concept. ... ...
In a world where PCs are their best at differnt skills so that each character has an expertise, maybe the fact that two players want to max out the same skill...
On Wed, 1 Dec 2004 16:49:28 +0100, Pierre-Alexandre Sicart ... Oops, I realised that was your real question immedeiately after posting :) Well, let's say...
Not necessarily, since some negative aspects could be tied to skills. A kleptomaniacal[] character, for example, is likely to be practised at thievery. A...
... Hm. In my regular gaming group, it means that one of them would have bullied the others into letting him have his way. That's not as if, even between good...
... Make it an auction; how many fate points/aspects/other skills are they willing to give up in order to have the best Melee skill? Guy willing to give up the...
... If I were going for something like that, I'd probably pick up the concept (Pierre put forth I think?) of just capping skill expenditures at half (or a...
... Well... that's one way of keeping me from posting my long, drawn-out rants to a mailing list thread. :) Definitely a surprise, too, given that most of our...
... Only plan adventures between sessions. In fact, I could go so far as to say that the best practice is to use the character sheet as your map to creating...
Here's a couple of things I don't quite understand about Fate. First of all, two interpretations. 1: Aspects are not necessarily tied to a character's...