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Help Me Understand Fate Core
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<blockquote data-quote="ThirdWizard" data-source="post: 6207278" data-attributes="member: 12037"><p>The most common reason I've seen to invoke an aspect on someone else's character is because you're trying to do something very bad to that character, whether it be an attack, an opposed roll, or creating an advantage. </p><p></p><p>So, for example, lets say you're trying to sneak up on a guard to knock him out quietly so that the group can sneak by. The GM, in setting the scene, has included that the guard looks bored. So, you sneak up on him and roll your Sneak skill as Fair (2) vs. his Notice of Good (3). A miss. But, you can then invoke the guard's aspect of <em>Nothing Interesting Ever Happens</em> against him. Why would you do this? Well, maybe your character isn't good at sneaking and you don't have any aspects to help with this. But, because of the guard's aspect, you can still invoke for the +2 you'll need to get to him.</p><p></p><p>As another example, a PC in a Fate game I run has a stunt that creates a boost on his enemy every time he hits. Another PC has a stunt that creates an aspect with a free invoke on the enemy when he succeeds with style on a defensive roll. In both these cases, invoking those aspects would send a Fate point the way of the target at the end of the scene, assuming they survive to fight another day.</p><p></p><p>As a GM I use these kinds of invokes for things like attacks against PCs. Maybe the PC has the aspect <em>Ragnar's Glass Cannon</em>. If I'm attacking, and I want to stack some invokes I can use that against him. This is <em>kind of</em> like a compel. Something bad is happening to the PC (enemy getting +2 to attack) and so the PC gets the Fate Point that the enemy spent. Note that in these cases, where you invoke someone's aspect, then they don't get the Fate Point until the next scene. </p><p></p><p></p><p></p><p>The quote is "If a player wants to compel another <strong><em>character</em></strong>..." (emphasis added).</p><p></p><p>Lets say I'm a big burly fighter PC, and I hit the enemy hard, causing them to take the moderate consequence <em>Can't Straight Think... Concussion Maybe</em>. I can propose a compel to that aspect. I propose that there's no way he can hit a target very far away with all that blurred vision. If he wants to attack, he's gonna have to be in the same zone as the target. The GM accepts, the NPC gets a Fate Point, and he moves forward.</p><p></p><p>So, you're perfectly capable of compelling NPCs' aspects, just like the GM can compel your aspects. You just have to know them, be willing to give the NPC a Fate Point, and have a good idea.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 6207278, member: 12037"] The most common reason I've seen to invoke an aspect on someone else's character is because you're trying to do something very bad to that character, whether it be an attack, an opposed roll, or creating an advantage. So, for example, lets say you're trying to sneak up on a guard to knock him out quietly so that the group can sneak by. The GM, in setting the scene, has included that the guard looks bored. So, you sneak up on him and roll your Sneak skill as Fair (2) vs. his Notice of Good (3). A miss. But, you can then invoke the guard's aspect of [I]Nothing Interesting Ever Happens[/I] against him. Why would you do this? Well, maybe your character isn't good at sneaking and you don't have any aspects to help with this. But, because of the guard's aspect, you can still invoke for the +2 you'll need to get to him. As another example, a PC in a Fate game I run has a stunt that creates a boost on his enemy every time he hits. Another PC has a stunt that creates an aspect with a free invoke on the enemy when he succeeds with style on a defensive roll. In both these cases, invoking those aspects would send a Fate point the way of the target at the end of the scene, assuming they survive to fight another day. As a GM I use these kinds of invokes for things like attacks against PCs. Maybe the PC has the aspect [I]Ragnar's Glass Cannon[/I]. If I'm attacking, and I want to stack some invokes I can use that against him. This is [I]kind of[/I] like a compel. Something bad is happening to the PC (enemy getting +2 to attack) and so the PC gets the Fate Point that the enemy spent. Note that in these cases, where you invoke someone's aspect, then they don't get the Fate Point until the next scene. The quote is "If a player wants to compel another [B][I]character[/I][/B]..." (emphasis added). Lets say I'm a big burly fighter PC, and I hit the enemy hard, causing them to take the moderate consequence [I]Can't Straight Think... Concussion Maybe[/I]. I can propose a compel to that aspect. I propose that there's no way he can hit a target very far away with all that blurred vision. If he wants to attack, he's gonna have to be in the same zone as the target. The GM accepts, the NPC gets a Fate Point, and he moves forward. So, you're perfectly capable of compelling NPCs' aspects, just like the GM can compel your aspects. You just have to know them, be willing to give the NPC a Fate Point, and have a good idea. [/QUOTE]
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