• Whenever I read through the rules for most role-playing games, I find it interesting when some mention “combat is just a kind of opposed roll, but it usually takes a number of rolls to determine the outcome”. The reason is simple – combat is usually the main conflict of most games, the point in time when your builds, equipment, strategy and cunning all come into play. (Strangely, though, it’s hard to find formal rules for skill checks which could doom a character if he fails just one roll, like falling down into a bottomless pit). Yet I have GMed games which combat take an hour to go through, and I have known D&D combats which went for 2 to 3 hours. Is there a faster way to resolve combat while keeping it fun, and allow players to employ tactics?

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  • For a long time, I take it for granted that rolling dice is part of the RPG experience. They tell you whether you succeed at a task, gives the degree of success and add unpredictability and suspense to the game. In theory, during my games, I find that sometimes rolling dice becomes a grinding task.

    Now most core rulebooks would suggest that to roll dice only when necessary. However, this is not in the formal rules – it is like more of a rule of thumb. In Spirit of the Century,t hough the game is lighter than most, dice-rolling takes up most game-play time.  True, the Fudge dice roll will ensure that over a long period of time, you will get +0 most of the time but because a game usually involves less than a hundred rolls, you get unexpected results.

    Then I played Nobilis. As a GM, I feel strangely…empowered…and at a loss. Last time, whenever the player tries to do something, I set a target number, or apply a penalty (depending whether it is roll and add, or roll-under) then you see the dice roll and decide whether it succeed. In Nobilis, you use miracles. But what happened when a player does not use any miracle at all and try to use social skills to resolve a situation? I was very tempted to make them roll dice – except that this being Nobilis, I didn’t bring any dice.

    When it comes to a diceless games, things tend to be black and white – either your miracle (or points bidded) is enough to overcome the challenge, or not. But during the game, where the players are trying to use social means to resolve a problem, I feel it is unfair that I do not give them success, or even partial success, because they do not use any special powers. Plus, they put up a compelling argument. The spirit of the game of Nobilis, after all, is to avoid direct use of force and supernatural powers to get what you want. So I ruled in the party’s favour and have to drop a cinematic “powers unleashed” confrontation (though they did well, I grant them that).

    With the dice, I could easily delegated that to random numbers. Part of the responsibility goes to the dice. Sure, GMing guidelines say the GM could ‘fudge’ dice rolls now and then, but that’s not the point. The dice also justifies. “You rolled too low dude, sorry, no game”. It helps the GM to make decisions. That I appreciate.

    However, as mentioned upfront, dice-rolling can become a chore. So I would like games that have dice-rolling as an optional part of the game, used only in dramatic situation. Sure, Unknown Armies state that there is no need to roll most of the time, but somehow that doesn’t apply to conflict resolution (character vs. character), which makes up bulk of a game anyway.

    So when thinking about Qitai, the characters being Wuxia characters and all that, it would also feel strange to make them roll dices for every actions. I am toying with something like Nobilis and still retain the Fate Points aspect of SoTC. Here is what I have in mind so far.

    • If a player’s skill level is equal or higher than the challenge’s level, it is an automatic success.
    • In case of automatic success, the player can still roll the Fudge dice for style or to get better results
    • If the player’s skill level is lower than the challenge, he will have to spend Fate points to roll the dice. The only thing different is that it is a 4d+ – it is a 0,0,+1,+1,+1,+1 distribution.
    • In a stress situation (conflicts), both side will roll the normal 4dF, though the player can still spend a Fate Point to roll 4d+
    • The player can instead choose, while tagging an Aspect, to spend 1 Fate point for a +1, 3 Fate Points for a +2 and 6 Fate Points for a +3. Of course, for each +1 he needs to tag one Aspect (and the maximum Aspects he can tag is of course 3) – this is without the need to roll (a normal tag would still give a +2 bonus, but will require a roll)

    Hopefully, this would reduce the number of dice rolls needed for the game (the spending of Fate Points to get a flat bonus is pretty much like Nobilis) and at the same time, when the GM needs guidance from the dice, he got it too.

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  • This has been something that I wanted to do for some time – a Wuxia conversion for Fate/SoTC. In many senses, a Wuxia game is pretty much like pulp ficition (I hope to explain why in a later article) and I think the Fate system is perfect for such a genre. I will begin writing the game one page per day and am starting a designer journal for it. Please feel free to share suggestions, gives comments and etc.

    One thing for now is that I think I would put the game out on as “donation-ware” with an optional “buy if you like it”. After all, this is just my first work :D

    First chapter coming up tonight!

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  • 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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  • In Fate 3.0, characters tend to be on the level of heroes – they start with 5 boxes of wounds, and get 1 more for each level of Toughness they get. This may make them nigh undefeatable. The following set of rules is actually inspired by Unknown Armies‘ combat rules and changes combat by introducing less wound boxes, higher damage from combat and use of armour.

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  • The phrase “bsererker’s fury” comes to mind when one considers the tale behind the Bloodfury, a short sword with blood-rust blade, crude steel pommel and hilt with crude runes inscribed upon it. A company of men at arms were ambushed by a large horde of goblins and put up a desperate fight (and flight)…
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  • Rules Mods 06.02.2009 No Comments

    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.
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  • Fate Fantasy is a modification to Fate 3.0 for a fantasy-based setting.

    The PDFs below are a rules modification for Fate 3.0 (the rule-set behind Spirit of the New Century – from Evil Hat Productions). These rules are more suitable for a sword and sorcery style of game. Currently, they are still pretty raw, unformatted but functional. There has been a single play-test and tweaks are still being made to it.

    You are free to download those rules and play around with them!

    
    
    
    

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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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