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<blockquote data-quote="tetrasodium" data-source="post: 9199499" data-attributes="member: 93670"><p>The mechanics have already been linked up, but for it to actually work in play at the table it takes a somewhat different mindset from both sides of the gm screen & fate does a great job talking about the hows & whys behind that mindset. I don't think that it could be easily grafted onto d&d and still have it feel like d&d without a lot of other changes but here are some good quotes from the<a href="https://evilhat.com/product/fate-core-system/?gclid=Cj0KCQiA6vaqBhCbARIsACF9M6mGe2PrlDxdMVcW6QlRYf42lsA6mL4qAugBo1LO2bzJNwci26tnnRkaAmQWEALw_wcB" target="_blank"> fate core book </a>about that mindset</p><p>[spoiler]</p><p><strong>Skills and Specific Measurements</strong></p><p>Looking over the skill descriptions, you might notice that there are a few </p><p>places where we give an abstraction for something that in real life depends </p><p>on precise measurement. Physique and Resources are strong examples—</p><p>many people who are into strength training have some idea of how much </p><p>weight they can dead lift, and people spend specific amounts of money </p><p>from a finite pool when they buy things.</p><p>So how much can a character with Great (+4) Physique bench press? How </p><p>much can a character with Fair (+2) Resources spend before going broke?</p><p>The truth is, we have no idea, and we’re reluctant to pursue a specific </p><p>answer. </p><p>Though it may seem counter-intuitive, we find that creating minutiae </p><p>like that detracts from the verisimilitude of the game in play. As soon as </p><p>you establish a detail like, “Great Physique can dead lift a car for five sec-</p><p>onds,” then you’re cutting out a lot of the variability that real life allows. </p><p>Adrenaline and other factors allow people to reach beyond their normal </p><p>physical limits or fall short of them—you can’t factor every one of those </p><p>things in without having it take up a large amount of focus at the table. </p><p>It becomes a thing for people to discuss and even argue about, rather than </p><p>participating in the scene.</p><p>It’s also boring. If you decide that a Fair (+2) Resources can buy anything </p><p>that’s 200 gold pieces or less, then you’ve removed a great deal of potential </p><p>for tension and drama. Suddenly, every time you have a Resources-based </p><p>problem, it’s going to hinge on the question of whether or not the cost is </p><p>200 gold pieces, rather than whatever the point of the scene is. It also turns </p><p>everything into a simple pass/fail situation, which means you don’t really </p><p>have a good reason to roll the skill at all. And again, this is not realistic—</p><p>when people spend money, it’s not about the raw dollar amount as much as </p><p>it is a question of what someone can presently afford.</p><p>Remember, a skill roll is a narrative tool, meant to answer the following </p><p>question: “Can I solve X problem using Y means, right now?” When you </p><p>get an unexpected result, use your sense of realism and drama to explain and </p><p>justify it, using our guidelines above. “Oh, you failed that Resources roll to </p><p>bribe the guard? Guess you spent just a bit more at the tavern last night than </p><p>you thought... wait, why is your belt pouch gone? And who’s that shady </p><p>character walking a little too quickly just past the line of guards? Did he just </p><p>wink at you? That bastard... now what do you do?”</p><p></p><p></p><p><strong>LiMiting resources</strong></p><p>if someone is using the Resources skill a bit too often, or you just </p><p>want to represent how continually tapping into your source of </p><p>wealth provides diminishing returns, you can try one of the follow-</p><p>ing ideas:</p><p>• any time a character succeeds at a Resources roll, but doesn’t </p><p>succeed with style, give them a situation aspect that reflects </p><p>their temporary loss of wealth, like Thin Wallet or Strapped for </p><p>Cash. if it happens again, just rename the aspect as something </p><p>worse—Strapped for Cash becomes Dead Broke, Dead Broke </p><p>becomes Debt to Creditors. the aspect is not a consequence, </p><p>but it should make good compel fodder for characters who are </p><p>shopping until they drop. it can go away if the character takes a </p><p>break from spending cash, or at the end of the session.</p><p>• every time the character succeeds at a Resources roll, decrease </p><p>the skill by one level for the remainder of that session. if they </p><p>succeed at a Resources roll at mediocre (+0), they can no longer </p><p>make any Resources rolls that session.</p><p>if you really want to get crazy, you can make finances a category </p><p>of conflict and give each character a wealth stress track, giving them </p><p>extra stress boxes for having a high Resources, but we don’t recom-</p><p>mend going that far unless you plan on making material wealth a </p><p>major part of your game.</p><p></p><p>[/spoiler]</p><p>The 200gp explainer really drives the pros & cons home too I think.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9199499, member: 93670"] The mechanics have already been linked up, but for it to actually work in play at the table it takes a somewhat different mindset from both sides of the gm screen & fate does a great job talking about the hows & whys behind that mindset. I don't think that it could be easily grafted onto d&d and still have it feel like d&d without a lot of other changes but here are some good quotes from the[URL='https://evilhat.com/product/fate-core-system/?gclid=Cj0KCQiA6vaqBhCbARIsACF9M6mGe2PrlDxdMVcW6QlRYf42lsA6mL4qAugBo1LO2bzJNwci26tnnRkaAmQWEALw_wcB'] fate core book [/URL]about that mindset [spoiler] [B]Skills and Specific Measurements[/B] Looking over the skill descriptions, you might notice that there are a few places where we give an abstraction for something that in real life depends on precise measurement. Physique and Resources are strong examples— many people who are into strength training have some idea of how much weight they can dead lift, and people spend specific amounts of money from a finite pool when they buy things. So how much can a character with Great (+4) Physique bench press? How much can a character with Fair (+2) Resources spend before going broke? The truth is, we have no idea, and we’re reluctant to pursue a specific answer. Though it may seem counter-intuitive, we find that creating minutiae like that detracts from the verisimilitude of the game in play. As soon as you establish a detail like, “Great Physique can dead lift a car for five sec- onds,” then you’re cutting out a lot of the variability that real life allows. Adrenaline and other factors allow people to reach beyond their normal physical limits or fall short of them—you can’t factor every one of those things in without having it take up a large amount of focus at the table. It becomes a thing for people to discuss and even argue about, rather than participating in the scene. It’s also boring. If you decide that a Fair (+2) Resources can buy anything that’s 200 gold pieces or less, then you’ve removed a great deal of potential for tension and drama. Suddenly, every time you have a Resources-based problem, it’s going to hinge on the question of whether or not the cost is 200 gold pieces, rather than whatever the point of the scene is. It also turns everything into a simple pass/fail situation, which means you don’t really have a good reason to roll the skill at all. And again, this is not realistic— when people spend money, it’s not about the raw dollar amount as much as it is a question of what someone can presently afford. Remember, a skill roll is a narrative tool, meant to answer the following question: “Can I solve X problem using Y means, right now?” When you get an unexpected result, use your sense of realism and drama to explain and justify it, using our guidelines above. “Oh, you failed that Resources roll to bribe the guard? Guess you spent just a bit more at the tavern last night than you thought... wait, why is your belt pouch gone? And who’s that shady character walking a little too quickly just past the line of guards? Did he just wink at you? That bastard... now what do you do?” [B]LiMiting resources[/B] if someone is using the Resources skill a bit too often, or you just want to represent how continually tapping into your source of wealth provides diminishing returns, you can try one of the follow- ing ideas: • any time a character succeeds at a Resources roll, but doesn’t succeed with style, give them a situation aspect that reflects their temporary loss of wealth, like Thin Wallet or Strapped for Cash. if it happens again, just rename the aspect as something worse—Strapped for Cash becomes Dead Broke, Dead Broke becomes Debt to Creditors. the aspect is not a consequence, but it should make good compel fodder for characters who are shopping until they drop. it can go away if the character takes a break from spending cash, or at the end of the session. • every time the character succeeds at a Resources roll, decrease the skill by one level for the remainder of that session. if they succeed at a Resources roll at mediocre (+0), they can no longer make any Resources rolls that session. if you really want to get crazy, you can make finances a category of conflict and give each character a wealth stress track, giving them extra stress boxes for having a high Resources, but we don’t recom- mend going that far unless you plan on making material wealth a major part of your game. [/spoiler] The 200gp explainer really drives the pros & cons home too I think. [/QUOTE]
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