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<blockquote data-quote="Krensky" data-source="post: 5653404" data-attributes="member: 30936"><p>It hasn't been much of an issue, which I will admit is because neither of my Mages are capable of casting Fireball and I don't have anyone with access to the Path of Fire.</p><p></p><p>That said, a lot of those roles don't come up in play. The Spellcasting check, damage roll, and save for half will, and aren't much different then D&D. Checking to see if things catch on fire can be interesting, but first I'd see if the targets survive. At a minimum Fireball I will do 3d6, or an average of 10 points, 5 if they save. The 'typical' TL 7 NPC (Resistance III) will have a +4 save. A 'typical' 7th level Mage with the Wizard specialty can easily have a Save DC of 15 (Cha 14 and two more Spellcasting feats). So most NPCs will fail to save. This is a damage save DC of 15 or 12, with a 'typical' NPC (Health III or IV) at TL 7 having a +4 to that. So they're going to typically fail if they took full damage, or just make it for half. A trick I use for big numbers of NPCs is not to roll the save, and just declare it a 10. Using that trick, most stock Standard NPCs of a non-monstery type are just dead. Check one to see if a fire sarted if you want, or don't worry about it.</p><p> </p><p></p><p></p><p>Vitality and wounds work pretty much like HP. Subdual and Stress work like damage saves in True20 (more or less). Error and Threat ranges don't change much in play, and if they do it's almost always the PCs, so it's the player's job to remember.</p><p> </p><p></p><p></p><p>Depends how you mean Rules Light. I have a diehard Storyteller fan who hasn't whined once. Someone who considers FATE just right may have issues though. Many diehard Indie gamers would probably consider it too much too. I would whole heartedly recomend the Narrative Control and Cheating Death rules for people used to less crunchy Narrative games then FC.</p><p></p><p></p><p></p><p>Yes, you loose some of that. Of course the NPC Builder solves a lot of that by letting you copy and paste a stat block and calculate it for whatever TL you want. The other trick is when the PCs go and do something and you want an opposing skill check result now is to usethe Sliding DC table and then either figure out the NPC later or just tack 5 or 10 base XP on. Refrencing the tables gets easier as you do it too.</p></blockquote><p></p>
[QUOTE="Krensky, post: 5653404, member: 30936"] It hasn't been much of an issue, which I will admit is because neither of my Mages are capable of casting Fireball and I don't have anyone with access to the Path of Fire. That said, a lot of those roles don't come up in play. The Spellcasting check, damage roll, and save for half will, and aren't much different then D&D. Checking to see if things catch on fire can be interesting, but first I'd see if the targets survive. At a minimum Fireball I will do 3d6, or an average of 10 points, 5 if they save. The 'typical' TL 7 NPC (Resistance III) will have a +4 save. A 'typical' 7th level Mage with the Wizard specialty can easily have a Save DC of 15 (Cha 14 and two more Spellcasting feats). So most NPCs will fail to save. This is a damage save DC of 15 or 12, with a 'typical' NPC (Health III or IV) at TL 7 having a +4 to that. So they're going to typically fail if they took full damage, or just make it for half. A trick I use for big numbers of NPCs is not to roll the save, and just declare it a 10. Using that trick, most stock Standard NPCs of a non-monstery type are just dead. Check one to see if a fire sarted if you want, or don't worry about it. Vitality and wounds work pretty much like HP. Subdual and Stress work like damage saves in True20 (more or less). Error and Threat ranges don't change much in play, and if they do it's almost always the PCs, so it's the player's job to remember. Depends how you mean Rules Light. I have a diehard Storyteller fan who hasn't whined once. Someone who considers FATE just right may have issues though. Many diehard Indie gamers would probably consider it too much too. I would whole heartedly recomend the Narrative Control and Cheating Death rules for people used to less crunchy Narrative games then FC. Yes, you loose some of that. Of course the NPC Builder solves a lot of that by letting you copy and paste a stat block and calculate it for whatever TL you want. The other trick is when the PCs go and do something and you want an opposing skill check result now is to usethe Sliding DC table and then either figure out the NPC later or just tack 5 or 10 base XP on. Refrencing the tables gets easier as you do it too. [/QUOTE]
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