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*TTRPGs General
Setting Dificulties in FAE (FATE Accelerated)
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<blockquote data-quote="Umbran" data-source="post: 6560064" data-attributes="member: 177"><p>Yes. Mooks have zero, one, or two stress boxes, and can't take consequences. If you fill their stress boxes, the next hit takes them out. If you overflow their stress boxes, they are taken out (so, one hit for four will just flatten a mook on that hit).</p><p></p><p></p><p></p><p>Small correction. The PC can take *at most* six shifts of damage. But, he may take as little as three. Remember that if that first box is filled, and he takes another hit for one, that second hit will roll up to the second box. If he takes a third hit for one, that rolls up to the third box. Then, it is take consequences, or get taken out.</p><p></p><p></p><p></p><p>No, just like on characters: the first stress box is worth one. The second is worth two. So, he can take at most three stress and keep operating. But two hits for one will also fill his stress boxes. Once the boxes are filled, the next hit will take him down. </p><p></p><p></p><p></p><p>I don't have the Fate Core rulebook handy, but the online SRD does not say the stress boxes are different. And my understanding of most other FATE-based games suggests that no, stress boxes are the same for PCs and NPCs. Nameless NPCs just have fewer boxes, and cannot take consequences.</p><p></p><p> </p><p></p><p></p><p>Creating an advantage can be opposed. So, no, the target is not necessarily a flat 1. The GM can set the target on the action, like for any other action.</p><p></p><p></p><p></p><p>That's merely suggestion. It is not a hard rule.</p><p></p><p></p><p></p><p>The canonical example is that you cannot Forcefully creep through a dark room to not alert guards. The "ill-fitting approach" thing from page 37 of FAE is an optional rule. </p><p></p><p>Rather than allow the action with that approach at a higher target, I've more often seen GMs just ask for a different Approach from the player. Mathematically, these work out to be the same - add a modifier to the target, or use an approach with a lower modifier, who cares? The difference is in seeming less arbitrary as a GM - when you ask them to use a different approach, you are explaining your reasoning about how the action doesn't make sense. You are now training the players to do the sensible thing in the first place, rather than patching over when they don't do so.</p><p></p><p></p><p></p><p></p><p>The Advantage itself does not float around. The Advantage is merely an aspect. Once it is created, anyone (even the target) can use it if they spend a Fate point.</p><p></p><p>If you had succeeded, or succeeded with style, you have one or two free uses of the advantage. The FAE book is a touch vague on this, so technically you can go either way. But in FATE Core, the player who created the advantage decides how the free uses get distributed, and that's how I normally play it. He or she can keep them for themselves, hand them to specific players, or open them up to whoever in the group wants to use them. Many groups by habit open them up to whoever wants them, but that's not required. </p><p></p><p></p><p></p><p></p><p>Note that the Setting Difficulties section on page 37 has, "Rules of Thumb," not, "Rules Hard and Fast" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> The GM is free to set the difficulty as they see fit, and is not technically restricted to using only multiples of +/- 2.</p><p></p><p>For example, if it was in a different zone, but the line of sight was very clear, I can see giving a +1, and if there is a minor obstacle between zones, making it a +2.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6560064, member: 177"] Yes. Mooks have zero, one, or two stress boxes, and can't take consequences. If you fill their stress boxes, the next hit takes them out. If you overflow their stress boxes, they are taken out (so, one hit for four will just flatten a mook on that hit). Small correction. The PC can take *at most* six shifts of damage. But, he may take as little as three. Remember that if that first box is filled, and he takes another hit for one, that second hit will roll up to the second box. If he takes a third hit for one, that rolls up to the third box. Then, it is take consequences, or get taken out. No, just like on characters: the first stress box is worth one. The second is worth two. So, he can take at most three stress and keep operating. But two hits for one will also fill his stress boxes. Once the boxes are filled, the next hit will take him down. I don't have the Fate Core rulebook handy, but the online SRD does not say the stress boxes are different. And my understanding of most other FATE-based games suggests that no, stress boxes are the same for PCs and NPCs. Nameless NPCs just have fewer boxes, and cannot take consequences. Creating an advantage can be opposed. So, no, the target is not necessarily a flat 1. The GM can set the target on the action, like for any other action. That's merely suggestion. It is not a hard rule. The canonical example is that you cannot Forcefully creep through a dark room to not alert guards. The "ill-fitting approach" thing from page 37 of FAE is an optional rule. Rather than allow the action with that approach at a higher target, I've more often seen GMs just ask for a different Approach from the player. Mathematically, these work out to be the same - add a modifier to the target, or use an approach with a lower modifier, who cares? The difference is in seeming less arbitrary as a GM - when you ask them to use a different approach, you are explaining your reasoning about how the action doesn't make sense. You are now training the players to do the sensible thing in the first place, rather than patching over when they don't do so. The Advantage itself does not float around. The Advantage is merely an aspect. Once it is created, anyone (even the target) can use it if they spend a Fate point. If you had succeeded, or succeeded with style, you have one or two free uses of the advantage. The FAE book is a touch vague on this, so technically you can go either way. But in FATE Core, the player who created the advantage decides how the free uses get distributed, and that's how I normally play it. He or she can keep them for themselves, hand them to specific players, or open them up to whoever in the group wants to use them. Many groups by habit open them up to whoever wants them, but that's not required. Note that the Setting Difficulties section on page 37 has, "Rules of Thumb," not, "Rules Hard and Fast" :) The GM is free to set the difficulty as they see fit, and is not technically restricted to using only multiples of +/- 2. For example, if it was in a different zone, but the line of sight was very clear, I can see giving a +1, and if there is a minor obstacle between zones, making it a +2. [/QUOTE]
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