Nov 272013
 

Initiative By Action Type

Taking a page from the Doctor Who RPG, consider this for your initiative order:

  • Folks who are going to Overcome act first
  • Folks who Create Advantage act next
  • Folks who Attack act last

This lets folks create advantages to bolster their defense—and it also supports teamwork actions where folks create one or more advantages which then get handed to their team’s “hitter”.

Overcome going first means that running away (or towards), climbing, talking, fixing, etc, are typically going to happen first.

Stunning Developments

Stun attacks! They deal stress like anything else. When they inflict consequences, they can only inflict Mild consequences. These Mild consequences can fill the slots of more serious consequences; they’ll all fade quickly as Mild consequences tend to. This means that using stun attacks you can get someone to Taken Out a bit faster (i.e., with lower amounts of stress inflicted) than you could with more wounding methods — but that also constrains what you can do to someone when you Take them Out with a stun attack (generally it’s just a KO).

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  7 Responses to “A Couple of Fate Hacklets”

  1. I like these! The first one is particularly elegant. I imagine you could do the same thing with Approaches – maybe Clever goes first, the Quick, and Careful goes last… heck, you could do it with skills!

  2. […] He visto un par de hacklets, como los llama FredHicks, y me han parecido interesantes. Procedo a traducirlos y proveer del enlace. […]

  3. These are both very nice, Fred. Was the initiative hack ever tried? The Stunning Attack looks like a great Stunt.

    I’m still in the stage of pulling ideas together for Wearing the Cape: the Roleplaying game, and I would certainly like to use the Stun Stunt, and may playtest the initiative hack.

    FYI, I think it was a Fate Core Community conversation that revealed that, in hindsight, you preferred “React” to “Defend” as a name for the 4th Action. Is that the case?

    • I think React has better clarity than Defend, in some contexts. In others, Defend is solid. 🙂

      I haven’t tried the stun hack yet, myself, but I think it probably does work. 🙂

    • Yes, I was stll getting the feel of the game when we had the little React/Defend conversation. If you don’t mind I intend to make that one of the small tweaks to the Fate-powered WtC:RPG. One of the bigger ones is I intend to add Ryan Macklin’s 5th Action, Discover, to the mix.

      Other than a few tweaks to the Skill system (mostly cosmetic, one or two bigger), I’m using Fate Core pretty straight for WtC:RPG. I’m advancing the use of Resources a bit over Core, working on the intersection between characters and organizations, and am amazed by how much can be done with the system you guys built. Kudos.

  4. Here’s the Overcome/Create Advantage language I came up with last night.

    Learning Something: Overcome or Create an Advantage?

    A lot of the time your players will be trying to learn or discover something. How do you know when they need to roll dice against Alertness, Discernment, Investigate, or whatever other
    Skill is most appropriate to the moment? And when they do, how do you know if they should be rolling to Overcome or Create an Advantage?

    To Roll or Not To Roll?

    Ask the same question you do any time you’re deciding if a roll is needed at all: Is there anything in the way of the characters learning what they want to know? If it’s just a matter of walking over and looking at something, or researching something easily found on the internet
    or by making a phone call, then unless it’s something they can turn into an Aspect for an advantage, when they say what they’re doing then just tell them what it took to find the answer and give it to them.

    “It took a few minutes of googling about Vector, but you found an Associated Press article that says Vector has previously been charged with multiple counts of assault.”

    To Overcome or Create an Advantage?*

    But say a roll is needed, either because of difficulty or because the result will be a revealed Aspect, how do you decide which Action to use? Again, it depends on what the outcome of the roll would be. If a successful outcome will be information or a description that cannot be immediately turned into an Aspect and used to advantage, then it’s a roll to Overcome.

    “Doing further research, you learn that Vector had a restraining order issued against him last year when heattacked a clown for “being evil.” He’s probably Afraid of Clowns.” While this reveals a Character Aspect you may be able to use later, this is an Overcome.

    But what if you’re fighting him right now and realize that he is avoiding circus-costumed Madcap? You wave to Madcap to engage and watch Vector flinch! He’s Afraid of Clowns,
    and you have one right here! Now he’s distracted and you’ve got an opening; that’s
    Create an Advantage.

    The above example points something out; generally research and investigation is an
    Overcome Action—even if you discover useful Aspects, you will later need to roll to Create an Advantage with them to use them to affect your die rolls. In the middle of a conflict, telling the GM “I’m looking for something I can use against Vector!” or words to that effect, is what usually triggers a “Discover” an Advantage roll.

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