Author Topic: Played once...now the questions!  (Read 3322 times)

Offline Madmacabre

  • Participant
  • *
  • Posts: 46
    • View Profile
Played once...now the questions!
« on: May 03, 2010, 12:37:06 PM »
Hello all!
 
We just had our first session (2 players, one GM and none with experience with FATE). The following are questions that were raised during the game sessions.
 
1) When, following one of your action, a target gets a consequence, can you tag that consequence for free as if you "created" it?

 
2) Is it abusing the rule to have a very strong character, which is represented by the Might skill, use that skill to complement weapon and fists actions, essentially increasing damage by 1 stress? To me it does not make sense to have a kid hitting with a dagger doign as much as a pro wrestler.
 
 
3) For initiative, is it in the order of Alertness score, or the result of an Alertness skill roll?

 
4) As a GM, if a PC took the mild consequence "Dizzy", can every attackers tag his aspect, even in in the same exchange? So if he is attacked by 3 people, he would get 3 fate points...?
 
Similarily, can the same aspect be used, in different ways, more then once per exchange? For example, can it be compeled and then invoked in the same exchange?

 
5) If a character suffer from the Prone aspect, does he require a manoeuver himself to remove that aspect, essentially using an action to stand up? Or could it be considering moving one zone and therefore only imposing a -1  on the next action? I guess it depends if the souce of the prone aspect is actively trying to maintain the situation.

 
6) For Thaumaturgy/Ritual magic, once you have accumulated enough COMPLEXITY you get to roll your discipline to actually fuel the spell. How long are each rolls?
 
And how long does it take to create a thaumaturgical/ritual effect, when a) The control is lower or equal to your Lore, b) the control is higher then your Lore. Essentially, the qustion is if Thaumaturgy/ritual could be used in a combat situation (a quick ward for example). I understand that if you require research to meat the control requirement, the required time is much longer, but how long would it take to create a ward 3, if you have Lore 3...essentially doing a quick chant and drawing a circle around you.
 

7) How do you deal with MOOKS? Do they have Consequences? Are they out of combat (dead?) once their stress track is busting?
 

8) If you consider mooks to NOT have consequences, do they DIE when out of stress? This si espericllay important with regards to the first law of magic.
 
 
That's pretty much it for now.

Thanks for the help!


Offline surarrin

  • Participant
  • *
  • Posts: 66
  • Who splattered red paint on my boat?
    • View Profile
Re: Played once...now the questions!
« Reply #1 on: May 03, 2010, 01:05:08 PM »
For 7. Generally the vctor decides the fate of the defeated. So in a physical fight you knock their stress track clean. You get to decide if they're unconcious, dead, crying and limping away, you get the jist.

Offline luminos

  • Posty McPostington
  • ***
  • Posts: 1234
  • Um... Hello?
    • View Profile
Re: Played once...now the questions!
« Reply #2 on: May 03, 2010, 01:43:56 PM »

1) I'm not 100% certain, but I think so.

2) This seems fine to me, as long as the action would make sense to use might.  Swinging a club or pounding someone with your fists might make sense to have might complement.  Using a fencing sword would not.  Ultimately though, if someone starts using might to complement all of their attacks, you might want to make it a stunt.

3) It can be either of those options, but the book recommends you do it by score without rolls

4) Only one attacker can "tag" it in the sense of not having to pay a fate point to use it.  The free tagging of an aspect doesn't use fate points, so the PC never gets a fate point when one of his aspects are tagged this way.  The same aspect can be used more than once an exchange, as long as different people are using it.
 
5) It just depends on the situation, but I think in most circumstances the -1 effect is the correct way to go.
 
6) Even very simple thaumaturgy spells take at least 15 minutes to complete unless you have a sponsor that speeds it up to evocation for you.  It isn't specified who long any specific spell takes to complete, but assume that the higher the complexity, the more time it takes. 

7) Mooks typically don't take consequences, unless you want the fight to be more difficult. 

8) If an NPC is taken out then the person that took them out decides what happens.  If the GM has the NPC 'concede' then its a different story, and they could be killed without the PC wanting them to be.
 
Lawful Chaotic

Offline Deadmanwalking

  • Posty McPostington
  • ***
  • Posts: 3534
    • View Profile
Re: Played once...now the questions!
« Reply #3 on: May 03, 2010, 03:48:08 PM »
1. Yes, you can.

2. I think you'd need a Sunt for that. Fate is a bit abstract, and skills overlap somewhat. Not everyone who's strong has the ability to apply thir strength effectively in a fight (at least not outside a grapple)...that Aspect of strength is part of the Fists and Weapons skills. The big strong guy should likely have more in the appropriate skill than the kid...though if the kid is good and has a knife, they can kill people pretty damn effectively.

3. What luminos said.

4. Again what luminos said, though to clarify: Yes, three people could use a consequence, but only the very first one (ever, not per turn) could do it for free, so the character would get 2 Fate Points out of it.

5. Actually, luminos is wrong here. It depends on whether the Aspect is sticky or not. If it's sticky, they're actually working to keep you on the ground, or got your legs tangled in something, or something like that and you need to Maneuver to remove it, if it's not sticky, then t's not even supplemental, it just goes away and you get to your feet. So just like any other Aspect from a Maneuver.

6. What luminos said.

7. Depends on the GM. Technically all characters have all Consequences but the GM is flat-out told to only use them on the most important NPCs. Mooks will usually go down when their Stress track is exceeded. Tough mooks might use their Mild Consequence as well. Anything beyond that and we're talking something more impressive than a mook.

8. What luminos said.

Offline Madmacabre

  • Participant
  • *
  • Posts: 46
    • View Profile
Re: Played once...now the questions!
« Reply #4 on: May 03, 2010, 03:56:11 PM »
Interesting...

About question #6, then why bother processing more then a single point of power (with Discipline) per "turn" if it can not be done in combat anyway?

Unless each discipline roll takes a couple minutes by itself...?

Offline Deadmanwalking

  • Posty McPostington
  • ***
  • Posts: 3534
    • View Profile
Re: Played once...now the questions!
« Reply #5 on: May 03, 2010, 04:04:37 PM »
Check p. 270. That's what you're assumed to do (and you don't need to roll)...unless you're interrupted. In which case you may need to rush things. So yeah, every roll takes an undetermined and variable (for the sake of narrative convenience) length of time.

Offline Madmacabre

  • Participant
  • *
  • Posts: 46
    • View Profile
Re: Played once...now the questions!
« Reply #6 on: May 03, 2010, 08:06:29 PM »
8) If an NPC is taken out then the person that took them out decides what happens.  If the GM has the NPC 'concede' then its a different story, and they could be killed without the PC wanting them to be.

This is nice because that way, for a character to break the first law of Magic, he really need to have the WILL to kill.

It removes the situation where your PC prepares a responsible evocation attack, but manages to get 4 success...which would cause massive damage to the target.

Offline Moriden

  • Conversationalist
  • **
  • Posts: 357
    • View Profile
Re: Played once...now the questions!
« Reply #7 on: May 03, 2010, 08:20:01 PM »
Quote
Check p. 270. That's what you're assumed to do (and you don't need to roll)...unless you're interrupted. In which case you may need to rush things. So yeah, every roll takes an undetermined and variable (for the sake of narrative convenience) length of time.

Deadmanwalking is definitely correct, however the rules are vague enough that with gm permission you could pull of "combat thaumatirgy" if the complexity is low enough and/or you spend a refresh to get a stunt to lower its required time interval by two.
Brian Blacknight

Offline drnuncheon

  • Participant
  • *
  • Posts: 27
    • View Profile
Re: Played once...now the questions!
« Reply #8 on: May 04, 2010, 01:52:56 PM »
6) Even very simple thaumaturgy spells take at least 15 minutes to complete unless you have a sponsor that speeds it up to evocation for you.  It isn't specified who long any specific spell takes to complete, but assume that the higher the complexity, the more time it takes.

Not quite.  Check out YS270-271 for the timing rules.  If you're not under stress, you're just assumed to cast the spell once you have all the preparation (if any) completed.  If you are under stress (there's a frog demon trying to batter down your door) that's when you have to cast it "quickly" and you start making Discipline rolls. Then the casting time becomes measured in exchanges.  In the example, Harry does a Thaumaturgy spell in what is effectively combat time (3 rounds).