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21

Core stunts are simply the suggested stunts for each list. The tag has no mechanical effect. This blog post on the publisher's site clarifies that. Every stunt list has labeled Core Stunts. These have low or variable costs, and are generally useful, so when you can’t decide on your stunts, these are your picks.


16

So, yes, that stunt is awesome and very strong, given the right circumstances in which it can be used. Yes, it might even be a little bit broken. But yes there's things you can do about it to not have that be a problem, and I think there's a number of things you missed in how it gets leveraged. I also don't think we need to play wording trickery to find ...


11

Aspects are true. Boosts aren't, really. Just to restate the full text of the stunts you're talking about, you trade a Boost for an Aspect with a free invoke on it: Heavy Hitter. When you succeed with style on a Fight attack and choose to reduce the result by one to gain a boost, you gain a full situation aspect with a free invocation instead. from Skills &...


10

Parahuman Powers, the Atomic Robo Way You're right in that the core rules gain a huge benefit from being a general framework to drop stunts on. Stunts are a way to express your individuality, and if they get too involved you can find yourself bogged down in the minutiae of stunt wrangling, the question of what applies, and when, and how, instead of focusing ...


6

I wrote an R script to enumerate all possible rolls and then compare them each against every possible to-hit value and take the average number of stunt points (counting each roll as zero stunt points if there's no doubles or if the attack misses). There's no fancy math; I'm just iterating through every possible outcome and taking the average. The results: |...


5

Unraveling this is made harder by the fact that “refresh” in Fate core is used as a parameter of the game – which I will refer to as “refresh parameter” here, the number of fate points a character starts a session with – which Fate Core also uses the term “refresh rate” for, and the mechanic of sacrificing refresh rate for stunt slots, which shall be “...


4

As you point out, the sample stunts include many examples of using one skill in place of another in specific circumstances. There are examples for both Deceive and Rapport that should help: Mind Games (Fate Core, p 104) allows Deceive to replace Provoke for mental attacks “as long as you make up a clever lie as part of the attack”. Popular (Fate Core, p 121)...


4

Here's a basic AnyDice script: function: stunt points for DICE:s and DRAGON_DIE:n vs TARGET:n { if DICE + DRAGON_DIE < TARGET { result: 0 } \ miss \ if 1@DICE = 2@DICE | DRAGON_DIE = DICE { result: DRAGON_DIE } \ pair \ result: 0 \ hit but no pair \ } loop TARGET over {3..18} { output [stunt points for 2d6 and d6 vs TARGET] named "hit on [...


2

While the Dresden Files rules don't really cover this, Fate core has a few stunt ideas that may apply. Specifically, they tend to be based around the once-per-scene limit. "Once per scene, you may gain an additional free tag when creating an aspect by ____" type stuff. E. G. "Watch your Step! Once per scene, when creating a maneuver by using fire ...


2

Atomic Robo is high-powered game, so its dials are set a good deal higher than in Core. It also breaks the connection between refresh and stunts. There is no interaction. Very simply. You get as many Fate points at the beginning of a session as you have aspects. That is a maximum of five. It is a fixed number and has nothing to do with stunts. You have ...


1

So, you want to balance stunt utility... If you look at most of the example stunts, you'll notice that the circumstances under which you can use them are pretty narrow compared to the base skills they modify. That's the sweet spot you want to shoot for with your own stunts - you want them to be limited enough in scope that it feels special when you use them,...


1

While the stunt as written does seem to have potential for unbalancing, the GM has multiple ways to take the reins and see how bad the player wants to exploit it. I narrated ten murlocs threatening the group (intending to persuade them to use persuasion rather than force), and he said: "well, I jump right in the middle of them!" Who narrated that all ten ...


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