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The Dresden Files => DFRPG => Topic started by: Ranma1558 on October 29, 2010, 07:53:07 AM

Title: Aspect/declarations and tags on items question
Post by: Ranma1558 on October 29, 2010, 07:53:07 AM
Just hit me the other day while GMing, but if an item has an aspect on it (in this case a scope on a rifle) does that mean you get a free tag on it? Is it only 1 free tag or a free tag per scene? per session? It strikes the upgrade of gear should be helpful and meaningful and you shouldn't be rushing out to buy a new scope once the current one's tag is used up.
Title: Re: Aspect/declarations and tags on items question
Post by: Papa Gruff on October 29, 2010, 09:38:57 AM
This is a question that I have pondered some myself, as my primary PC is a gun expert too. Weapon accessory is a tricky thing. I concur in your opinion that it should give you an edge in some way, since it is clearly its purpose.

In the case of a scope on a rifle or a custom stock I'd allow a declaration or assessment to gain a free tag once per scene only in combination with an ambush (YW 142). In my opinion that is the only situation in witch a scope on a rifle will do you any good.

Generally it's problematic to give mundane items long term aspects of their own, as discussed in countless threads on this board. The reasons are obvious. In most situations gun or weapon modifications should probably give an edge other then a free tag or just be flavor. A laser sight for example could just make a Weapon:2 pistol into a Weapon:3, effectively making the gun better in every situation. A custom made grip could do the same. The effects of these customizations shouldn't stack. A finely made or custom made weapon will only ever by a finely made tool for killing. Aspects on weapons are slippery slopes to overpowerednes.
Title: Re: Aspect/declarations and tags on items question
Post by: Tsunami on October 29, 2010, 09:51:33 AM
Gear is mostly relevant when it has negative properties. Though even then, the negeative properties, i.e. Aspects, only take effect if the GM compels them. So, since negative aspects only take effect when you get a fate point for them, it's fitting to only have positive ones take effect when you pay a Fate point.

In case of the scope, make mounting the scope to the rifle a maneuver, then you get a tag from it.
You'd only be using a scope in a situation where there's time to do maneuvers anyways, like in preparation for an Ambush maybe, so it actually fits the use of one quite well.

Edit: Note to self, stop leaving the PC in the middle of typing replies... :P
Title: Re: Aspect/declarations and tags on items question
Post by: Papa Gruff on October 29, 2010, 09:58:55 AM
Edit: Note to self, stop leaving the PC in the middle of typing replies... :P

It's nice to be on the same page with you for once buddy :D
Title: Re: Aspect/declarations and tags on items question
Post by: Becq on October 29, 2010, 08:02:44 PM
With regards to free tags, you only get them if you discover or create the Aspect, and then only if you make use of the free tag in a farely short period of time.

With stuff like sniper rifles, of course, you also have the option of performing maneuvers to get free-tagable Aspects.  "Ideal sniping position", "In my sights", "Careful aim", etc.
Title: Re: Aspect/declarations and tags on items question
Post by: WillH on October 29, 2010, 08:15:06 PM
When considering aspects you shouldn't be asking if a scope makes you shoot better. You should be asking if having a scope is important to the story.
Title: Re: Aspect/declarations and tags on items question
Post by: noclue on October 30, 2010, 05:50:21 AM
It strikes the upgrade of gear should be helpful and meaningful and you shouldn't be rushing out to buy a new scope once the current one's tag is used up.
Could you just make it operate like a stunt that gives an additional +1 to any aspects generated by aiming?
Title: Re: Aspect/declarations and tags on items question
Post by: crusher_bob on October 31, 2010, 08:49:47 AM
If having cool gear is going to be a characters 'thing' then they should probably have a character aspect related to having cool gear which they can then invoke to get bonuses.

Otherwise, the game mechanics are written to keep the focus on the characters, not the stuff they are carrying.  That's why the characters don't tend to have that much stuff.
Title: Re: Aspect/declarations and tags on items question
Post by: toturi on October 31, 2010, 01:34:38 PM
When considering aspects you shouldn't be asking if a scope makes you shoot better. You should be asking if having a scope is important to the story.
Or you could be asking if not being to make a shot because you don't have a scope rains on your parade.
Title: Re: Aspect/declarations and tags on items question
Post by: noclue on October 31, 2010, 08:07:40 PM
Or you could be asking if not being to make a shot because you don't have a scope rains on your parade.
Will's talking about aspects. I can have a laser scope on my rifle without making it an aspect. Then it's just a scope. If I make it an aspect it's important.
Title: Re: Aspect/declarations and tags on items question
Post by: babel2uk on October 31, 2010, 08:30:41 PM
I think the point here is that having a scope add a bonus to your shot just because it's a scope would be a situational modifier. Something that doesn't exist in the Fate system. House-rule it by all means. Fate is all about aspects as far as that sort of thing is concerned. Frankly my view is that characters shouldn't be getting bonuses based on equipment without paying for it either with Refresh to make it a stunt or by invoking an aspect. I agree with Tsunami and Papa Gruff here - if you want something more situation based rather than a character aspect use a manouever or declaration to mount the sight and get a free tag. If your sight has extras like low light or Infra-Red then it just means that the GM can't compel scene aspects that would be negated by those things.
Title: Re: Aspect/declarations and tags on items question
Post by: noclue on October 31, 2010, 10:51:53 PM
Frankly my view is that characters shouldn't be getting bonuses based on equipment without paying for it either with Refresh to make it a stunt or by invoking an aspect.
This. Definitely.
Title: Re: Aspect/declarations and tags on items question
Post by: ColinJ on October 31, 2010, 10:57:28 PM
Maybe if you have a scope on the gun and you want that to matter more than color just bump the stress it cause up by 1 since the gun is more effective or something.

Edit - which I just realized was clearly said in the second post if I had read it closer... so yeah.

- Colin
Title: Re: Aspect/declarations and tags on items question
Post by: Ranma1558 on November 01, 2010, 09:05:28 PM
Thanks for the replies, I'm thinking of going with a combination of the suggestions, the act of using the scope is maneuver with two free tags (roughly making this a declaration and maneuver in one, but only allowing one fate point to be spent later) but of course using it as a negative once a scope has become more a problem then a help (once the monsters get up in your face). Other gear might do the same.
Title: Re: Aspect/declarations and tags on items question
Post by: toturi on November 02, 2010, 09:32:58 AM
Frankly my view is that characters shouldn't be getting bonuses based on equipment without paying for it either with Refresh to make it a stunt or by invoking an aspect.
Alright, then a person with a gun should not get bonuses to his Weapon due to his having a gun without paying for it with Refresh or invoking an Aspect.
Title: Re: Aspect/declarations and tags on items question
Post by: babel2uk on November 02, 2010, 10:16:38 AM
Alright, then a person with a gun should not get bonuses to his Weapon due to his having a gun without paying for it with Refresh or invoking an Aspect.

Sorry toturi, but that seems to be a deliberately obtuse reading of my post. I was talking about above and beyond the base damage score for the weapon (which I think was fairly damned obvious taking into consideration the context of the original question).  >:(
Title: Re: Aspect/declarations and tags on items question
Post by: Papa Gruff on November 02, 2010, 10:33:30 AM
Thanks for the replies, I'm thinking of going with a combination of the suggestions, the act of using the scope is maneuver with two free tags (roughly making this a declaration and maneuver in one, but only allowing one fate point to be spent later) but of course using it as a negative once a scope has become more a problem then a help (once the monsters get up in your face). Other gear might do the same.

Can you explain this a bit further? I suppose I'm not understanding it right. As I understand it this is not following any rules that I know of. Are you houseruleing this like that? Would like to understand...  :(
Title: Re: Aspect/declarations and tags on items question
Post by: Becq on November 03, 2010, 12:09:13 AM
Can you explain this a bit further? I suppose I'm not understanding it right. As I understand it this is not following any rules that I know of. Are you houseruleing this like that? Would like to understand...  :(
Agreed.  Just allow the scope to be used as a justification to perform a maneuver to place the aspect "In my sights!" on a target, and maybe a second maneuver "Careful aim".  Then, if someone tried to sneak up behind them, they could tag that same "Careful aim" to make their stealth roll against the sniper more likely to succeed.  Which amounts to almost the same thing, really, but sticks with the spirit of the rules as I understand them.

Title: Re: Aspect/declarations and tags on items question
Post by: noclue on November 03, 2010, 05:50:00 AM
Why so much work to craft scope benefits in the game? Is the scope a feature of the character's High Concept?

I'd just say "You have an awesome scope. That means that when you say 'I'm gonna snipe the guy from the roof" I don't get to say 'Sorry, buddy. You need a scope for that."
Title: Re: Aspect/declarations and tags on items question
Post by: toturi on November 03, 2010, 06:44:45 AM
Sorry toturi, but that seems to be a deliberately obtuse reading of my post. I was talking about above and beyond the base damage score for the weapon (which I think was fairly damned obvious taking into consideration the context of the original question).  >:(
No, I do not think so.

What makes it alright that you can get higher bonuses (Weapon values for example) due to certain equipment and not get higher bonuses due to other equipment?

If you have a handgun and load it with hollowpoints to do more damage(for example), why should you have to invoke the hollowpoints every time you fire the gun? How does a scope aid in hitting a distant target when you spent a Fate point and how does it suddenly not when you don't?
Title: Re: Aspect/declarations and tags on items question
Post by: babel2uk on November 03, 2010, 09:32:41 AM
No, I do not think so.

What makes it alright that you can get higher bonuses (Weapon values for example) due to certain equipment and not get higher bonuses due to other equipment?

If you have a handgun and load it with hollowpoints to do more damage(for example), why should you have to invoke the hollowpoints every time you fire the gun? How does a scope aid in hitting a distant target when you spent a Fate point and how does it suddenly not when you don't?

*sigh* If you're really that bothered about it, house rule it - up the base damage of the weapon by one level or something similar and stop worrying about the fine details. The weapons damage ratings are hazy and not really meant to model reality, I assume because the game writers didn't really want to have people bogging down the story obsessing the finer details of one hand gun over another, and one type of ammunition over another.

Given that you don't actually hit an opponent until you've inflicted a consequence, you could probably just word the consequence appropriately to the type of ammunition used. Like I said, the weapons base damage are hazy and meant to represent an average weapon of that type. I don't see the need to complicate the system by bringing in extra rules to cover variations on each weapon.

My view is that what you're trying to put in there is a situational modifier, which in Fate is replaced by aspects. By all means do what you like, you'll never play in one of my games I'll never play in one of yours, so does it really matter? But if you're after all those juicy modifiers due purely to bits of equipment then you're probably actually wanting a different system. Fate's designed as a very basic system that puts story over intricate combat mechanics that account for every eventuality and piece of equipment. Maybe you'd be better off with something with weapons tables, accuracy modifiers and recoil penalties.

To answer how a scope aids your shot when you use a fate point and doesn't when you're not - the simple justification is that if you don't invoke the scope aspect, you're either not using it effectively, or not using it at all. Given that it's laughably simple to justify use of the sight giving you a bonus by simply using maneuvers to place the aspect 'IN MY SIGHTS' on a target - which gives you a free tag on your first shot every time you do so, I still don't see the need for adding in any extra bonuses.
Title: Re: Aspect/declarations and tags on items question
Post by: Papa Gruff on November 03, 2010, 09:41:35 AM
Very nicely put babel2uk.
Title: Re: Aspect/declarations and tags on items question
Post by: Ranma1558 on November 03, 2010, 02:47:31 PM
My reasoning behind the two free tags is this, you are making a declaration (I have a scope, am shooting at range, the scope helps, free tag) which in my game you get 1 per exchange anyways, you already paid resources to get it so it becomes a "free" declaration, you then put a maneuver down (careful aiming, ect) there is your second tag. However, one of the two is always going to be fragile (house ruling it here) so you only have 1 more permanent aspect to pay fate points on so this doesn't over power buying equipment.
Title: Re: Aspect/declarations and tags on items question
Post by: Papa Gruff on November 03, 2010, 03:14:51 PM
My reasoning behind the two free tags is this, you are making a declaration (I have a scope, am shooting at range, the scope helps, free tag) which in my game you get 1 per exchange anyways, you already paid resources to get it so it becomes a "free" declaration, you then put a maneuver down (careful aiming, ect) there is your second tag. However, one of the two is always going to be fragile (house ruling it here) so you only have 1 more permanent aspect to pay fate points on so this doesn't over power buying equipment.

Ok. I understand now. This is technically valid.

At least in my game the scope declaration ("Hey GM I have a scope!") you described would be a fairly difficult Recourses declaration because it isn't interesting or funny, will not have interesting consequences if it's acted upon and generally doesn't propose a interesting course of action. It is simply a declaration to give you even more of an edge. So that would be a Recourses Declaration with a difficulty of Fantastic +6. Thats hard! Generally recourses skills tend not be that high. That said I'd be totally ok with it if it went through.

At least in my game I'd have a little problem with my player declaring he has a scope every time he tries to shoot someone over a distance. I probably wouldn't allow it more then once, saying: "Yeah we know already that your PC has a scope. Remember? He shot that BCV from over a mile away last session...".

What I want to say with this is, that IMO declarations aren't primarily designed to give the player a greater edge over the opposition, but to enable the players in changing the setting of the scene in a way that can lead to cool stuff. It is more a tool for player driven story telling then for player driven power boosting. But hey ... if it works for you, who are we to complain ...

The validity of the maneuver is out of question.
Title: Re: Aspect/declarations and tags on items question
Post by: Ranma1558 on November 03, 2010, 05:39:36 PM
As it stands the character knew he shouldn't be going toe to toe with a group of ghouls, he is playing a were-seagull hobo (just go with me on this). With little money he spent a few scenes begging, borrowing, and stealing every dime he could to have a resource roll high enough to afford the scope (maneuver maneuver maneuver). I'm likely going to let him have the scope if he can reasonably have it (he often files with his rifle broken up in a bag, but, before the scope, we declared it was "just" light enough to carry, the scope means two trips in seagull form).
Title: Re: Aspect/declarations and tags on items question
Post by: Papa Gruff on November 03, 2010, 07:48:09 PM
As it stands the character knew he shouldn't be going toe to toe with a group of ghouls, he is playing a were-seagull hobo (just go with me on this). With little money he spent a few scenes begging, borrowing, and stealing every dime he could to have a resource roll high enough to afford the scope (maneuver maneuver maneuver). I'm likely going to let him have the scope if he can reasonably have it (he often files with his rifle broken up in a bag, but, before the scope, we declared it was "just" light enough to carry, the scope means two trips in seagull form).

Don't get me wrong. I'm with you all the way and I dig the seagull hobo. All I wanted to state is, that, in my opinion, declarations aren't (solely) supposed to give the players an extra edge. If the player makes the resources roll he simply has it, that's not the problem. The problem is getting two free tags on the shooting action all the time through the same declaration. As a GM I'd probably not even handle the availability of the scope as worthy of an extra aspect. I'd simply say: "Yeah, you have got your trusty scope with you." Then, when the PC preps his gun for action, that can be an extra maneuver that sets MY RIFLE IS PREPED or something. I simply wouldn't handle it through declaration. But if you decide to do that ... so what.

It's a technicality really. In most cases a sniper lies in ambush. Sometimes for hours. More then enough time to set up multiple taggable aspects on the shooter, the scene and the target. After all that is what makes ambushes so powerful.
Title: Re: Aspect/declarations and tags on items question
Post by: Ranma1558 on November 03, 2010, 07:51:35 PM
Oh no no no, he doesn't always get the two free tags on every shot, the declaration comes once AND ONLY ONCE per scene, after which he needs the fate point, and the maneuver that added the second tag is fragile so two aspects aren't dropped at the same time.
Title: Re: Aspect/declarations and tags on items question
Post by: noclue on November 04, 2010, 12:24:42 AM
If you have a handgun and load it with hollowpoints to do more damage(for example), why should you have to invoke the hollowpoints every time you fire the gun? How does a scope aid in hitting a distant target when you spent a Fate point and how does it suddenly not when you don't?
The scope always aids the character in hitting the distant target. The question is does the player get to add a modifier to their die roll. If the player wants a +2 from an aspect, he needs to spend a FATE point. How you justify a miss in the fiction is up to you. Maybe a gust of wind blows his bullet off course, or his target sneezes and jerks out of his sites, or something passes in front of the target, or the sun pops out of the clouds at just the right time to ruin his shot, or he just plain missed that one. The roll is not modeling the percentage chance of the character hitting his target. It's modeling whether or not this is a story in which the player gets to have his character hit the target.

Invoking a hollowpoint bullet aspect blows. So, I'd either say it adds a +1 to the weapon or it's just nifty color and does nothing mechanically.
Title: Re: Aspect/declarations and tags on items question
Post by: Ranma1558 on November 04, 2010, 12:42:30 AM
You might be able to say hollowpoints satisfy the "massive damage" catch.
Title: Re: Aspect/declarations and tags on items question
Post by: craggle on November 04, 2010, 07:47:04 PM
Wouldn't a more appropriate mechanic for a scope be to increase the range rather than increase the damage?  Or reduce the penalty incurred at long ranges (although I've got a sneaking suspicion I may be bringing in some Strands of Fate rules that don't exist in Dresden...)