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Dresden Files RPG, from Fate 3.0 rules?s
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<blockquote data-quote="Rechan" data-source="post: 4604968" data-attributes="member: 54846"><p><strong>Fate Points</strong></p><p></p><p>Fate Points are the gas of the system. They are what lets the players do their thing. They are a limited (but ever-renewable) resource for a player, necessary to use his abilities. It's best to represent them with something tangible. Poker chips, coins, whatever. This way, a player has a concrete representation of them. </p><p></p><p>What do you <em>do</em> with them, though?</p><p></p><ul> <li data-xf-list-type="ul">The least potent thing you can do is add a +1 to a roll, or improve an effect by 1.</li> <li data-xf-list-type="ul">Invoke one of your Aspects (described above). You can only invoke one Aspect per skill roll (although you could use multiple ones on the same skill if they apply, or the same Aspect multiple times in a scene if you have enough Fate Points to spend).</li> <li data-xf-list-type="ul">Tag an Aspect (as detailed above); using another character's, the scene's aspect, a villain's aspect, etc.</li> <li data-xf-list-type="ul">Use a Stunt (stunts are abilities that run off your skills and let you do special things. In the DFRPG, spellcasting, turning into a wolf, etc, will qualify as stunts. As would something like 'Use Anything On Hand'; using your Fists skill when you pick up an improvised weapon, rather than a weapon-proficiency skill).</li> <li data-xf-list-type="ul">Make a Declaration. Instead of explaining, I shall quote the SotC SOD:</li> </ul><p>So, evidently Fate points are pretty important; they let you do your thing. How do you get them?</p><p></p><p>1) At the beginning of every session (except say, when there's a cliff hanger in the middle of a battle), you gain Fate Points equal to your Refresh Rate. For SotC characters, this is 5. (For DFRPG chars, this I will talk about later). The DM might also allow a Refresh if a dramatic downtime has occurred (everyone has left the battle, went home and licked their wounds, and have been chilling for the last day). </p><p></p><p>2) Compels. As stated in the post above, when the GM compels your Aspect, you can either spend a Fate Point to ignore it, or he can Give you a Fate Point and take the compel.</p><p></p><p>3) Players Compelling Themselves. Instead of the GM tugging on your sleeve and saying, "Hey, here's a complication", you always act like that complication is present. This comes when you roleplay your character in a manner where you personally impose the implied complications/limits. A character who is playing a Paladin who is constantly vigilant about behaving of their Code. </p><p></p><p>Doing so requires you to remind your GM when your Aspect clearly is limiting the situation, and you're behaving accordingly. Such will grant you a Fate Point.</p><p></p><p>NOTE: Using Aspects/Compels/etc generally requires negotiation with the GM to ensure that their use in this circumstance is appropriate. It's always something that's open to interpretation.</p></blockquote><p></p>
[QUOTE="Rechan, post: 4604968, member: 54846"] [B]Fate Points[/B] Fate Points are the gas of the system. They are what lets the players do their thing. They are a limited (but ever-renewable) resource for a player, necessary to use his abilities. It's best to represent them with something tangible. Poker chips, coins, whatever. This way, a player has a concrete representation of them. What do you [I]do[/I] with them, though? [LIST] [*]The least potent thing you can do is add a +1 to a roll, or improve an effect by 1. [*]Invoke one of your Aspects (described above). You can only invoke one Aspect per skill roll (although you could use multiple ones on the same skill if they apply, or the same Aspect multiple times in a scene if you have enough Fate Points to spend). [*]Tag an Aspect (as detailed above); using another character's, the scene's aspect, a villain's aspect, etc. [*]Use a Stunt (stunts are abilities that run off your skills and let you do special things. In the DFRPG, spellcasting, turning into a wolf, etc, will qualify as stunts. As would something like 'Use Anything On Hand'; using your Fists skill when you pick up an improvised weapon, rather than a weapon-proficiency skill). [*]Make a Declaration. Instead of explaining, I shall quote the SotC SOD: [/LIST] So, evidently Fate points are pretty important; they let you do your thing. How do you get them? 1) At the beginning of every session (except say, when there's a cliff hanger in the middle of a battle), you gain Fate Points equal to your Refresh Rate. For SotC characters, this is 5. (For DFRPG chars, this I will talk about later). The DM might also allow a Refresh if a dramatic downtime has occurred (everyone has left the battle, went home and licked their wounds, and have been chilling for the last day). 2) Compels. As stated in the post above, when the GM compels your Aspect, you can either spend a Fate Point to ignore it, or he can Give you a Fate Point and take the compel. 3) Players Compelling Themselves. Instead of the GM tugging on your sleeve and saying, "Hey, here's a complication", you always act like that complication is present. This comes when you roleplay your character in a manner where you personally impose the implied complications/limits. A character who is playing a Paladin who is constantly vigilant about behaving of their Code. Doing so requires you to remind your GM when your Aspect clearly is limiting the situation, and you're behaving accordingly. Such will grant you a Fate Point. NOTE: Using Aspects/Compels/etc generally requires negotiation with the GM to ensure that their use in this circumstance is appropriate. It's always something that's open to interpretation. [/QUOTE]
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