IMHO, combat in Fate 3.0 (or Spirit of the Century) should orient around the use of Aspects; discovering them, placing them and using them to the maximum instead of hoping for the +4 rolls to get you a whooping hit. However, placing Aspects in Spirit of the Century is a risky move – why blow a chance on the dice when you can just hit the guy instead and do damage? And why set yourself up for a groaner when you tag an aspect, you may get a -4 which make the whole process wasted time?
This article discusses ways in which aspects can be easily placed in Fate 3.0 during a conflict, making them the central theme of combat and fierce debates instead of high skills and good dice rolls.
Placing Aspects on Close Call
If a named character’s attack fail to connect, consider placing a fragile aspect on the target instead of just letting it pass. A close call could be both sides having the same roll or narrowly missing by a range of 1. As usual, the GM’s judgement call is used to consider if the Aspect being placed is suitable. Examples would include:
- “Even though my enemy manages to block my blow with a shield, my powerful blow knocks him staggered” (Aspect: Staggered)
- “My hail of machine-gun fire may have missed them all, but they are going to drop the idea of flanking” (Aspect: Flanking them won’t work!)
- “Accusing him of murdering his own brother may not have non-nonplussed him at all, but I am not so sure about the audience!” (Aspect: The Audience Doubts Him)
Close Call Attacks against Minions
A group of minion not commanded by a named character gets an fragile aspect whenever there is a close call, and the range is increased to 2 (so if the group’s roll vs. your roll is 2 or less, you get to place the aspect).
Spin on Maneuvers
The original Spirit of the Century rules allow that on a spin during a Manuever, the Aspect becomes sticky. However, it doesn’t make sense that a maneuver which has such dire consequences have no practical impact at all. For example, a martial art master may use his Brawling skill for a maneuver, maybe “I trip him down so that he is off balanced” and achieved a spin of 3+ – so perhaps the opponent’s ankle is sprained or otherwise his movement is hampered; but such a feat should incur some physical stress at least!
The easiest way to rule this is to change allow the Manuever to inflict stess equal to the roll minus 3 (down to a minimum of 1). A more drastic way, for a deadlier game, is for one round the whammied character is considered to have all his stress boxes failed.
Other use of Spins include allowing the character to make one free action against his target, if you like to have a more cinematic game.

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