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In DFA, you have 6 stress boxes and, like before, if you take a 4 stress hit, if you dont absorb it, you fill in the first four boxes leaving you two left. Is that correct?
One small addition from me: I ran my first game in DFRGP, three sessions in. I mostly did improv along very general lines, and it exhausted me, despite the fact that FATE is kind of encouraging much more improv than most other systems. I strongly suggest preparing a more detailed gameplan.
Brutal is not a word I would have thought to apply to this system. So far of any game system I've played, this one has the players in the least danger. It's more like interactive story telling with role playing than actual risk.
I definitely think full Social Conflict should be reserved for really meaty encounters with important NPCs at critical points. If the mother is there primarily for clues and information, make it a skill test rather than a full conflict.
But lets please stop derailing this thread. I'd be happy to discuss some more elsewhere.
1) Allowing a free tag on an aspect to be a compel instead of an invoke.Off hand this seems OK, I assume that the victim will get a FATE point for the compel. Might end up being used against the PC's more than by the PC's.
2) Limiting non-free aspect invocations to one per context (personal, scene, zone, etc).Also seems fine, it seems that it is there to prevent PC's from having several very similar aspects and then piling them on during a conflict. So far this is not an issue with my group due because many similar aspects are boring so my player's avoid it naturally.
3) The entire social combat system, which I'm going to use for a trial in my Dresden Files game.I have not tried it, but one of the things I like about pure Dresden Files Social conflict is that it can go on during a physical conflict. In fact almost all of our conflicts have involved some social attacks in the middle of a fight. I would assume the Diaspora mini game does not do that. (I don't know).
*I'd personally make grenades Weapon:3, not 4. The benefit is that they hit an entire zone. To me, a .50 BMG round is more like Weapon:4 and assuming no concessions, I don't see any Taken Out result as reasonable other than "limb blown off" or "killed messily".
To me it's about intent, and I try to discern what the player means to do with their weapon before the dice fall.
Even take out results have to stay within the realm of reason. This has been discussed to death in other threads...Just because it has been discussed to death does not mean they were right. Letting the winner decide the fate of the loser is an extension of the just say yes theme of the game. If the PC's want to play a game of the A-Team then let them play it.
Ask yourself: How much is a lot? I bet you can't come up with a significant number of people who survived bad shrapnel wounds.Statistically speaking more people survive combat wounds then die from them. Just check any modern war stats.