Tag Info

New answers tagged

2

You use The Bronze Rule, AKA the Fate Fractal, and treat those environmental factors/Aspects as characters, allowing them to make an attack (emphasis mine): In Fate, you can treat anything in the game world like it’s a character. Anything can have aspects, skills, stunts, stress tracks, and consequences if you need it to. This is called this the ...


4

Simple: The PC rolls an attack action when the device activates. The planting is just a story detail that justifies an attack by an absent PC. Of course it is a good idea to create an advantage when planting, so that it can be invoked during the attack, or compelled to complicate matters.


7

It's situationally dependent, really. Keep in mind the golden rule of Fate: Decide what you’re trying to accomplish first, then consult the rules to help you do it. – The Golden Rule If you're only trying to remove the aspect, it's an overcome roll. If you want to "overwrite" the aspect, then by all means roll to create an advantage. But I would ...


6

The SRD only deals in directly removing aspects, rule wise. Removing a situational Aspect requires an Overcome roll, most of the time. From the Fate SRD: If you want to get rid of a situation aspect, you can do it in one of two ways: roll an overcome action specifically for the purpose of getting rid of the aspect, or roll some other kind of action ...


7

You can, in fact, do either. Per the Fate SRD: If you want to get rid of a situation aspect, you can do it in one of two ways: roll an overcome action specifically for the purpose of getting rid of the aspect, or roll some other kind of action that would make the aspect make no sense if you succeed. (For example, if you’re Grappled, you could try ...


8

Every time an aspect introduces a meaningful complication into your character's life, you should probably get a Fate point for it; who suggested the complication is largely irrelevant. Self compels are almost identical to regular compels! You suggest a way your character's life gets more complicated or dramatic because of an aspect in play; the suggestion ...


16

Fred Hicks (the dude who cofounded Evil Hat) talked about exactly this in an official blog post: One-Note Approaches in FAE. It's worth a read. The bottom line is this: there is nothing that is inherently a problem about people primarily using their +3 approach. That's fine. If everyone's having fun, then everything is working well. The real problem, as ...


3

In this relevant forum thread, Fred Hicks from Evil Hat comments: Free invokes arise from situations. They last as long as the anchoring situation does. From the rules on situation aspects (emphasis mine): A situation aspect is temporary, intended to last only for a single scene or until it no longer makes sense (but no longer than a session, at ...


12

The GM and Fate Points: GMs, you also get to use fate points, but the rules are a little bit different than the rules for players. When you award players fate points for compels or concession, they come out of an unlimited pool you have for doing so—you don’t have to worry about running out of fate points to award, and you always get to ...


12

No, compels do not cost the GM anything. From the Fate-SRD Finally, and this is very important: if a player wants to compel another character, it costs a fate point to propose the complication. The GM can always compel for free, and any player can propose a compel on his or her own character for free.


3

You don't compel your own aspects. As it says though, you're free to suggest at any time that an aspect of yours could be compelled — by someone else, that is. If in response to your suggestion the GM or the group nod or say "yeah, great idea" or similar, then someone else — the GM or another player, as usual — will follow up their agreement by doing the ...


3

As you stated, good Aspects have both positive and negative implications. If you see an opportunity for the negative implications of your aspects to come into play, use those to get your Fate pool going. You suggest the compel, the GM says whether it's valid, and you get the Fate point. I had players with the following Aspects, and the negative uses ...


1

Skill challenges If you're asking about the more gameplay related mechanics in orchestrating a mystery in Fate, I suppose the best way to do so is to plan out the Mystery, determine who the killer was or what was stolen, create suspects to throw the PCs off of the trail of a potential Thief or Murderer, add clues that the Players can find that point towards ...



Top 50 recent answers are included