RobShanti
Explorer
My first experience with FAE was *after* I had already played and become comfortable with the rules of Fate Core, and that may have shaped the way I interpreted the FAE rules. I then took a long hiatus from gaming, after which the rules of FATE/FAE became less crisp in my mind. When I returned to gaming, I picked up with FAE, and that challenged some assumptions I had about the rules set. So I'm wondering what your folks interpretations are of some things.
I'm running a Star Wars FAE game.
These guys are running a Star Wars FAE game:
[video=youtube;foK_E4G7aX4]https://www.youtube.com/watch?v=foK_E4G7aX4[/video]
I gave their video a viewing, and it raised some specific questions for me about setting Difficulties for rolls:
QUESTION #1: MOOK STRESS BOXES (this is essentially a Difficulty rating issue)
In FAE, do mook stress boxes work the same as PC stress boxes?
If I build a PC with a 1, a 2 and a 3 stress box, he can effectively soak six shifts of damage, and the seventh will take him out (not considering the absorbent effects of the Consequences track). If I build a mook with two stress boxes (like the "Sky Shark" on page 38 of the FAE rulebook), is that mook able to soak THREE shifts of stress, the fourth shift then taking out the mook (the way the first two boxes of PC's stress track can do), or do those two mook stress boxes only soak TWO shifts of stress, the third shift taking out the mook?
I note that In FATE Core, the stress boxes for mooks (in FATE Core, they're called "Nameless NPCs") do work differently than the stress boxes for PCs, as is demonstrated on pages 214-215 of the FATE Core rulebook. But does that mechanic carry over to FAE? I sometimes think of FAE as "FATE Core with most of the dials dialed down to zero," and if I think of it that way, then I would work stress for FAE mooks differently than stress for FAE PCs, just like stress for FATE Core Nameless NPCs works differently than stress for FATE Core PCs.
What do you do?
QUESTION #2: ODD VS. EVEN DIFFICULTIES
In my game, one of my PCs wanted to Create an Advantage, and asked, what's the Difficulty for this? I hesitated, because my hiatus in gaming had made the answer less crisp in my mind, and in that pause, one of the other players answered, "Well, it only has to be a positive result, so a 1 should be the Difficulty." It wasn't much of an issue, so I went with that. And we continued to go with that every time someone wanted to Create an Advantage. But after the game was over, and I had a moment to myself, I looked up the answer in the FAE rulebook. I saw on page 37 that Difficulties for any of the actions should be 0 if it's easy, but if you can think of at least one reason why the PC might fail, set the Difficulty at 2. For even harder Actions, set it at 4 or as "high as makes sense."
Applying that literally ("Rules As Written," as we gamers often say), Difficulties should be set at multiples of two until you reach something harder than Difficulty 4, in which case you can set it at 5 or 7 or 9. One exception seems to be where a player chooses a less than fitting Approach to accomplish the action, in which case the GM can up the Difficulty by 1 or 2, in which case we could conceivably get a DC of 1 or 3 or some other odd number (starting Difficulty of 0, ill-fitting Approach gives +1; or starting Difficulty of 2, ill-fitting Approach gives +1; etc.).
So, "RAW," I really should have been using a Difficulty of 2, rather than 1, for our default Create Advantage
Difficulty.
Is that how you play it?
QUESTION #3: EXCLUSIVE ADVANTAGES
I notice at the 1:25 mark of the YouTube video I mentioned above, one of the PCs succeeds in Creating an Advantage -- two Advantages, in fact -- and they discuss whether that player should attach one or both of those Advantages to a particular ally, or whether he should give one Advantage to one ally, and the other Advantage to a separate ally. This is not how I do it.
The way I run it, when a player Creates an Advantage, that Advantage "floats" (I just made that term up)...in other words, the player doesn't "attach" that advantage to ally #1, but rather any of his allies can use that advantage. In fact, it has never come up in any of my games where someone wanted to "attach" an Advantage exclusively to a particular person.
I'm not saying that *if* it came up, I would forbid "attaching" an Advantage "exclusively"...in fact, I would probably allow it if it made sense, but I'm hard pressed to think of an instance where it would make sense.
For instance, a sniper team of PCs are targeting an enemy officer who has cover. One PC Creates the Advantage "Exposed" on the officer by shooting and destroying the crate he's hiding behind. "Exposed" is something any ally (or anyone at all, in fact, ally or otherwise) could take advantage of now.
Alternately, I suppose the PC could instead somehow Create the Advantage exclusively for his ally -- let's call the ally TK-421 -- by calling the Advantage "In TK-421's sights" by, say, tinkering with the scope on TK-421's sniper rifle. But if the successful Create Advantage roll comes first, and then you're trying to narrate what that Advantage is, I don't see why one would want to go with the more limiting option...unless it's really critical to the character concept of the PC who Created the Advantage...say, because he's an unarmed techie who would sooner tinker with his ally's scope than arm himself and shoot away a crate.
How do you do it?
QUESTION #4: HOW ZONES AFFECT DIFFICULTY RATINGS
I notice that at the 1:30 mark on the video I mentioned above, the GM increases a sniper's Difficulty "by one for each zone" of distance. I don't see anything in the Rules as Written in the FAE rulebook that say this. If anything, page 37 of the FAE rulebook would imply that the Difficulty should be increased by TWO for each zone, since each zone is "one reason" why the shot might fail.
Well, those are enough questions for the moment. And I notice that many of them -- perhaps even all four of them -- have to do with setting Difficulties. And I understand that setting Difficulties is more of an art than a science, but even artists have techniques, if not outright rules, that guide them in creating art. So I'm curious to hear how you GMs practice your art in these respects.
Gratefully,
Rob P.
I'm running a Star Wars FAE game.
These guys are running a Star Wars FAE game:
[video=youtube;foK_E4G7aX4]https://www.youtube.com/watch?v=foK_E4G7aX4[/video]
I gave their video a viewing, and it raised some specific questions for me about setting Difficulties for rolls:
QUESTION #1: MOOK STRESS BOXES (this is essentially a Difficulty rating issue)
In FAE, do mook stress boxes work the same as PC stress boxes?
If I build a PC with a 1, a 2 and a 3 stress box, he can effectively soak six shifts of damage, and the seventh will take him out (not considering the absorbent effects of the Consequences track). If I build a mook with two stress boxes (like the "Sky Shark" on page 38 of the FAE rulebook), is that mook able to soak THREE shifts of stress, the fourth shift then taking out the mook (the way the first two boxes of PC's stress track can do), or do those two mook stress boxes only soak TWO shifts of stress, the third shift taking out the mook?
I note that In FATE Core, the stress boxes for mooks (in FATE Core, they're called "Nameless NPCs") do work differently than the stress boxes for PCs, as is demonstrated on pages 214-215 of the FATE Core rulebook. But does that mechanic carry over to FAE? I sometimes think of FAE as "FATE Core with most of the dials dialed down to zero," and if I think of it that way, then I would work stress for FAE mooks differently than stress for FAE PCs, just like stress for FATE Core Nameless NPCs works differently than stress for FATE Core PCs.
What do you do?
QUESTION #2: ODD VS. EVEN DIFFICULTIES
In my game, one of my PCs wanted to Create an Advantage, and asked, what's the Difficulty for this? I hesitated, because my hiatus in gaming had made the answer less crisp in my mind, and in that pause, one of the other players answered, "Well, it only has to be a positive result, so a 1 should be the Difficulty." It wasn't much of an issue, so I went with that. And we continued to go with that every time someone wanted to Create an Advantage. But after the game was over, and I had a moment to myself, I looked up the answer in the FAE rulebook. I saw on page 37 that Difficulties for any of the actions should be 0 if it's easy, but if you can think of at least one reason why the PC might fail, set the Difficulty at 2. For even harder Actions, set it at 4 or as "high as makes sense."
Applying that literally ("Rules As Written," as we gamers often say), Difficulties should be set at multiples of two until you reach something harder than Difficulty 4, in which case you can set it at 5 or 7 or 9. One exception seems to be where a player chooses a less than fitting Approach to accomplish the action, in which case the GM can up the Difficulty by 1 or 2, in which case we could conceivably get a DC of 1 or 3 or some other odd number (starting Difficulty of 0, ill-fitting Approach gives +1; or starting Difficulty of 2, ill-fitting Approach gives +1; etc.).
So, "RAW," I really should have been using a Difficulty of 2, rather than 1, for our default Create Advantage
Difficulty.
Is that how you play it?
QUESTION #3: EXCLUSIVE ADVANTAGES
I notice at the 1:25 mark of the YouTube video I mentioned above, one of the PCs succeeds in Creating an Advantage -- two Advantages, in fact -- and they discuss whether that player should attach one or both of those Advantages to a particular ally, or whether he should give one Advantage to one ally, and the other Advantage to a separate ally. This is not how I do it.
The way I run it, when a player Creates an Advantage, that Advantage "floats" (I just made that term up)...in other words, the player doesn't "attach" that advantage to ally #1, but rather any of his allies can use that advantage. In fact, it has never come up in any of my games where someone wanted to "attach" an Advantage exclusively to a particular person.
I'm not saying that *if* it came up, I would forbid "attaching" an Advantage "exclusively"...in fact, I would probably allow it if it made sense, but I'm hard pressed to think of an instance where it would make sense.
For instance, a sniper team of PCs are targeting an enemy officer who has cover. One PC Creates the Advantage "Exposed" on the officer by shooting and destroying the crate he's hiding behind. "Exposed" is something any ally (or anyone at all, in fact, ally or otherwise) could take advantage of now.
Alternately, I suppose the PC could instead somehow Create the Advantage exclusively for his ally -- let's call the ally TK-421 -- by calling the Advantage "In TK-421's sights" by, say, tinkering with the scope on TK-421's sniper rifle. But if the successful Create Advantage roll comes first, and then you're trying to narrate what that Advantage is, I don't see why one would want to go with the more limiting option...unless it's really critical to the character concept of the PC who Created the Advantage...say, because he's an unarmed techie who would sooner tinker with his ally's scope than arm himself and shoot away a crate.
How do you do it?
QUESTION #4: HOW ZONES AFFECT DIFFICULTY RATINGS
I notice that at the 1:30 mark on the video I mentioned above, the GM increases a sniper's Difficulty "by one for each zone" of distance. I don't see anything in the Rules as Written in the FAE rulebook that say this. If anything, page 37 of the FAE rulebook would imply that the Difficulty should be increased by TWO for each zone, since each zone is "one reason" why the shot might fail.
Well, those are enough questions for the moment. And I notice that many of them -- perhaps even all four of them -- have to do with setting Difficulties. And I understand that setting Difficulties is more of an art than a science, but even artists have techniques, if not outright rules, that guide them in creating art. So I'm curious to hear how you GMs practice your art in these respects.
Gratefully,
Rob P.
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