• For those who have been looking at the magical weapons section of the site,  you may notice a rather curious heading: Altered Fate. Well, that’s my rule mods for Fate 3.0, in an attempt to expand it in terms of fleshing out Aspects. If possible, I would like all things to be presented as Aspects. However, earlier attempts did not work out well. If you have looked at how the items are defined, the Altered Fate section is changing all the time. The truth is that I am still struggling to come up with a “syntax” or format to express my intentions.

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  • Aspects in AFate has the following two default “properties”:

    • Frequency (rare, common, frequent)
    • Magnitude (minor, significant, major)

    The default Aspect has a frequency of common (2 Fate Points to tag/invoke) and a Magnitude of Significant (+2 to dice rolls).

    Permanent Aspects or Facts

    Some aspects are permanent. They always exist. For example, a wall is hard. That’s a permanent aspect. Tagging a permanent aspect still costs 1 Fate Point – the advantage is that you have to remember that when you tag, it becomes significant. A man can be a drunk and imparied, and normally, he would take a penalty to all his shots. Yet Fate is not a fine-grained system – so the system of tagging Aspects are is used to represent the moment when the fact that the man is drunk is important.

    The biggest advantage about permanent Aspect is that they are i) obivous and ii) you don’t need to discover or place them on your targets.

    What the GM can change now is how important the aspect is. A +2 or a re-roll is a significant impact; hence if the GM thinks the reason is too contrived, he can instead change it to a minor magnitude (+1 to roll and no re-rolls).

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