20

Lenny Balsera, one of the main system developers for Fate Core, has given an official answer as follows: So, first, the incongruity only comes up when you're talking about a Create Advantage action that piles invokes on an existing aspect. Making one from scratch, it all tracks: Creator succeeds with style, Defender fails, creator gets an aspect ...


12

Create Advantage: Make opposition more potent In my own experience (somewhere about 20 games - mostly one-shots, though - GMed) the more potent the opposition, the more players are encouraged to make use of create advantage action. So, for instance, if a bad guy have his defence skill, which he uses to counter any attack action the players use, high enough ...


10

This process is described on page 78 of the Fate Core book. There are two ways to actively remove a situational aspect, and both require a roll of the dice for an action. The most obvious action you can take is an Overcome action targeted to remove the aspect. However, you could instead roll any kind of action which, if successful, would make the aspect ...


9

Your greatest tool here is the ability to set difficulties. Setting an unusually hard difficulty is good when you want to emphasize that it's not something which can be done easily. The character can still do it, if they roll well or spend resources or both, but they can't do it casually or frequently without running out of resources. Fate Core talks about ...


8

Yes, to both When creating an advantage, you have the option to create an advantage on an existing aspect. Success give you 1 free invoke, and success with style gives you two. There is nothing in the text that says you can only do this once. As for free invocations, keep in mind that "[y]ou can…stack multiple free invocations together." Doing what you're ...


7

Create an Advantage is limited by the fiction. If they're all-powerful wizards/pixel-artists, then no, there's no limit. It sounds like you do think their powers have limits though, but you haven't actually talked together about the story of how their powers work. Do that, and the limits will be obvious. Basically, the Fate system is not going to do this ...


7

I'm assuming you are asking for a strict Fate Core perspective and not any of the other Fate implementations out there. You're right, you can't invoke the new aspect in the same action because the aspect comes into play as the result of the said action. Tie+boost occurs when you make an attack or overcome action. When you tie in a create advantage action, ...


7

If there is a situation aspect from any source which would definitively make a specific task more difficult, it should always provide opposition without spending fate points. For example, if a room is Pitch Black any attempts to see things in that room should now require a roll even if they wouldn't normally, and any attempts that would already require a ...


6

I cover this with some guidelines from system writer Lenny Balsera in my "Guide to Blocks and Obstacles in Fate Core" The relevant excerpt is: Overcoming Obstacles The other side of the coin relates to getting rid of or overcoming obstacles. If you want to get rid of a situation aspect, you can do it in one of two ways: roll an overcome ...


6

Yes, No, or Fate Point For a second, pretend Fate Points don't exist. Ask yourself "is this state of affairs going to present a dramatic obstacle?" If your first impulse is "yes, absolutely" then yes. If your first impulse is "absolutely not" then no. If your first impulse is anywhere in between, Fate Point. Is knee-high snow going to present an obstacle to:...


4

Since advantages are just temporary situational aspects, one way would be to first guide your players to use whatever situational aspects you put on a scene and then point out that they can create their own by using advantages. Especially as situational aspects might be a bit more noticeable than other aspects in the scene for new players. (Especially if you ...


4

Not really. This isn't to say that you can't Declare a Story Detail in Fate Accelerated Edition. You could. See Can players spend Fate points to introduce story details in FAE? But can you use Create Advantage to create a story detail in FAE? Aspects are true. By Creating an Advantage, you can create a new Aspect. That Aspect is a "story detail" in the ...


3

You need to adopt the fiction-first attitude Fate operates under. As you said, the situational aspect will disappear whenever it makes sense. Setting difficulty is an art, and should also be informed by the fiction. Depending on the circumstances it might be active or passive. It might not even require a roll. Let's say the PC has sand in his eyes because ...


3

Your incongruences stems from the facts that there are 2 tables for creating an advantage: one for creating a new aspect, and one for an aspect already present. If you’re using create an advantage to make a new aspect… When you fail, you either don’t create the aspect, or you create it but someone else gets the free invoke—whatever you end up ...


2

I'd say "Show them!" is the best you could do. The bad guys have all the options as well. Let them use Create Advantage and Overcome to their advantage and let the players figure it out. My players learned to use these "obscure" actions, when the Evil Spirit Ninja created the aspect "I'm to fast for you to even attack me!" on himself. This (being an aspect)...


2

In order to get your players to do things other than simply attacking and defending in conflict, it might be necessary to understand why this is what they are so focused on. I have played quite a few RPG systems as a player that have influenced my play style in Fate. The biggest influence has been D&D, which taught me that all I have to do in a fight is ...


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