Hmm. I'm trying to build an inventory system on top of Fate, for a nasty kind of setting. My concept was that I'd restrict attack/defense options depending on your gear, forcing teamwork outside of the frequent "buffer" and "murdercharacter that invokes buffs" archetypes. I'm wondering if a series of Stunts per item/slot would be antithetical to Fate if a given character was objectively worse at dealing with a certain foe.
Interesting details here
For your Power Rangers game, you may want to capitalize on making Boosts more prevalent and powerful if acted on by a character that didn't create the Boost.
Liam Martinez
Get and real Fate system toolkit. It's basically "How to hack Fate, manual," with lots of examples of how you could change basically any part of the rules.
Levi Walker
Fate does not do well with inventory systems.
"I have a gun" in Fate means "I can do gun things".
"I have a gun that shoots explosive grenades that also give people anthrax" means "I can do gun things" too.
It's not really designed for that kind of crunch.
Joshua Gutierrez
Speaking of martial arts Are you just using core combat rules or are you using houserules or supplements I'm curious because the only time I played a FATE based martial arts game it was this one so I'm wondering how well core stacks up
Christian Brown
How about actions that capitalize on group actions? Joint attacks (all of them acting at the same time) and finishers, for instance.
Also how do I deal with a sort of game where the characters follow a certain archetype? Because that doesn't seem like a lot of fun.
James Sanders
>I'm wondering if a series of Stunts per item/slot would be antithetical to Fate... Giving everyone extended specialties and associated downsides in that vein can justify having bigger, more dangerous sorts of conflict that require more careful or thorough solutions and teamwork, but like says doing it exclusively through gear isn't necessarily the best idea.
Maybe borrow some of the 'mantle' and character type concepts from Dresden Files or Dresden Files Accelerated; those operate in that sort of capacity of having a more broad selection of baked in abilities and baggage to go along with them.
Loving that cover art. So the girl is San from Princess Mononoke; is the guy supposed to be anyone specific?
Luke Gray
Correct, usually the type of weapon is pointless in the context of numbers. I'm thinking I can challenge this by making objects like guns not just have stunts, but their own little array of "skills". This can also be done through Aspects, of course. You could narratively deny someone the opportunity to shoot a target at 500 meters if their firearm is a "Pre-War Glock 20" or something but I wanted to articulate the upsides and downsides per weapon with more than a phrase, because if you don't impose specific usage restrictions, then a gun truly is just a gun. Ultimately my idea is that you make a gun into a character with skills so you can make specific scenarios where certain ones aren't going to fare well and other times where they excel.
Archetypes aren't bad! They can be very fun, if you have with what the template the archetype offers is appetizing. People gravitate towards them in Fate anyway because of narrative consistency and imitation of other characters in media.
Aiden Walker
Tianxia does very little to discourage the "spam one action" type of combat that is endemic to Fate.
It is certainly no Legends of the Wulin.
Jayden Torres
Again, you could do this... but why?
I mean, I could add fate points and a system of compels to AD&D... but why?
Fate is literally all about articulating the upsides and downsides of EVERYTHING with a phrase.
So you've got a Pre-War Pistol. It can do gun things. It can make people die. You can't shoot six people at once with it. You can't lay an aspect like "on fire" onto someone. You can't shoot down a plane.
But my Three Barreled Laser Cannon can do all of those things... in a sense.
I roll the same skill though, and they deal the same "damage".
Kayden Moore
>Archetypes aren't bad! They can be very fun, if you have with what the template the archetype offers is appetizing. People gravitate towards them in Fate anyway because of narrative consistency and imitation of other characters in media. Um you're right, they're not bad per se so long as I give the players enough options where to pick something. Thank you.