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<blockquote data-quote="loverdrive" data-source="post: 8266258" data-attributes="member: 7027139"><p>It undeniably has 2 (<strong>Stres</strong>s, used for "Damn that was a close call!") and 3 (<strong>Consequences</strong>, going from Mild to Moderate to Severe to Extreme, like "Broken ribs" or whatever) out of the box, and kind of has 1, but in a bit of an unorthodox way.</p><p></p><p>The character in Fate is, hm, "digitized" by three main things -- <strong>Aspects</strong> (each is a phrase briefly describing a character, like "Armored like a damn tank"), <strong>Skills</strong> (things you roll -- Evade, Fight, all the familiar stuff) and <strong>Stunts</strong> (special abilities that allow to break the rules under specific circumstances, or, if you're boring, give you +2 bonus, for example: "<strong>Wall of Steel</strong>: once per session, when you suffer a physical consequence while wearing armour, put an * near it -- it can be treated like a Mild one, regardless of its severity.").</p><p></p><p>Damage works very simple: the attacker, well, attacks using one of their skills (in a physical fight, probably Fight or Shoot), and the attacked defends with another skill (in a physical fight, probably Evade) -- they both roll and the attacker inflicts amount of Stress equal to the difference between the rolls. So, if the bad guy rolled 3 on their attack, and you've rolled 1 on Evade, you suffer 2 damage.</p><p></p><p>Then you can spend a Fate point if there's an Aspect that can help you. Oh, you're <em>Armored like a damn tank</em>? Sure, add +2 to your roll, no damage to you. That's assuming that the bad guy can actually do something to you. If you're wearing a full plate and they have only their bare fists, by the Golden Rule there's no need to touch dice at all.</p><p></p><p>There's also a thing that everyone forgets for some reason, probably because it's explained piss poorly in modern iterations of Fate. You can invoke aspects <em>for effect. "Nah, ain't gonna work. I'm Armored like a damn tank, he won't be able to slash me with his sword." -- </em>you hand a Fate point to the GM -- "<em>His sword just bounces off.</em>"</p><p></p><p>You can also create your armour as a character with it's own aspects, skills (probably, only one: "Armor", lol) and stunts... But I don't think that armour warrants such measures.</p><p></p><p></p><p>And, yeah, you can just homebrew special rules for handling armour, like slapping a DR on it and it will work fine without any side effects. <em>Unlike, say, 5E, where you'd need to address the fact that fighters don't have a way to do spike damage and suffer two-three times more penalty to their damage than rogues.</em></p><p></p><p></p><p>Well, any tabletop game is hackable, there's no one to stop you from modifying the rules. The difference between easily hackable systems and not easily hackable systems is amount of unintended consequences that you'll need to address.</p></blockquote><p></p>
[QUOTE="loverdrive, post: 8266258, member: 7027139"] It undeniably has 2 ([B]Stres[/B]s, used for "Damn that was a close call!") and 3 ([B]Consequences[/B], going from Mild to Moderate to Severe to Extreme, like "Broken ribs" or whatever) out of the box, and kind of has 1, but in a bit of an unorthodox way. The character in Fate is, hm, "digitized" by three main things -- [B]Aspects[/B] (each is a phrase briefly describing a character, like "Armored like a damn tank"), [B]Skills[/B] (things you roll -- Evade, Fight, all the familiar stuff) and [B]Stunts[/B] (special abilities that allow to break the rules under specific circumstances, or, if you're boring, give you +2 bonus, for example: "[B]Wall of Steel[/B]: once per session, when you suffer a physical consequence while wearing armour, put an * near it -- it can be treated like a Mild one, regardless of its severity."). Damage works very simple: the attacker, well, attacks using one of their skills (in a physical fight, probably Fight or Shoot), and the attacked defends with another skill (in a physical fight, probably Evade) -- they both roll and the attacker inflicts amount of Stress equal to the difference between the rolls. So, if the bad guy rolled 3 on their attack, and you've rolled 1 on Evade, you suffer 2 damage. Then you can spend a Fate point if there's an Aspect that can help you. Oh, you're [I]Armored like a damn tank[/I]? Sure, add +2 to your roll, no damage to you. That's assuming that the bad guy can actually do something to you. If you're wearing a full plate and they have only their bare fists, by the Golden Rule there's no need to touch dice at all. There's also a thing that everyone forgets for some reason, probably because it's explained piss poorly in modern iterations of Fate. You can invoke aspects [I]for effect. "Nah, ain't gonna work. I'm Armored like a damn tank, he won't be able to slash me with his sword." -- [/I]you hand a Fate point to the GM -- "[I]His sword just bounces off.[/I]" You can also create your armour as a character with it's own aspects, skills (probably, only one: "Armor", lol) and stunts... But I don't think that armour warrants such measures. And, yeah, you can just homebrew special rules for handling armour, like slapping a DR on it and it will work fine without any side effects. [I]Unlike, say, 5E, where you'd need to address the fact that fighters don't have a way to do spike damage and suffer two-three times more penalty to their damage than rogues.[/I] Well, any tabletop game is hackable, there's no one to stop you from modifying the rules. The difference between easily hackable systems and not easily hackable systems is amount of unintended consequences that you'll need to address. [/QUOTE]
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