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<blockquote data-quote="Lackhand" data-source="post: 4818886" data-attributes="member: 36160"><p>"wonderfully" -- given what of your personality I've been able to glean from your posts, I'd be amazed if you didn't enjoy it <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=":)" /></p><p></p><p>The rules-light nature can sometimes get on my nerves a little ("Whaddya mean I don't get a bonus for attacking from above without expending a resource?!"), but in a suitably pulpy game, that shouldn't matter too much ("Sorry. Mutated Renaissance Gorillas care not from whence your blow derives if it's only a couple steps up on the staircase. Now, if you wanted to maneuver onto the banister...").</p><p></p><p>On a related note, I keep fighting the trappings -- I don't <em>want</em> to play pulp 1920s, I want to play the campaign-world of D&D with a different ruleset! -- so I'm kind of annoyed at its lack of explicit support for the supernatural. The fireball-toting/lightningbolt-throwing/teleporting/charm-person-ing supernatural, anyway; it captures minor hedge-talents pretty well as writ.</p><p></p><p>Aspects, however, are <em>awesome</em> and it's now very hard for me to play any game that doesn't have them. Similarly, the bidding around them is also neat.</p><p></p><p>You may find the damage track is hard to fill, especially if everyone's a brawler and thus has nearly max ranks in Fists/Weapons/Athletics. A suggestion I've seen which seems to help is to change the damage system such that any hit that would fill in a box of stress above the character's track (whether it rolls up there or just starts there) takes the character out.</p><p>HOWEVER, a player may opt to take a consequence to decrease the stress of a blow by the size of the consequence, minor = 2 points, moderate = 4 points, severe = 6 points.</p><p></p><p>Thus, a player will probably aspect out of a hit or two, start running low on fate points so take a hit, realize that if they take another rollup will start to be a real danger, and start taking consequences.</p><p>In Fate <em>as writ</em>, however, they tend to take hits, realize that rollup is going to start happening, and start fate pointing out of hits, then take their 3 consequences. This is unfortunate because losing Fate Points isn't a great consequence -- consequences are! -- so discouraging this order of ablation is a Good Thing. Besides, is any one character <em>ever</em> going to get that beat on? Really? <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p>I also play with only 3 stress instead of 5. <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p><p></p><p>But what is it that you really want to know?</p></blockquote><p></p>
[QUOTE="Lackhand, post: 4818886, member: 36160"] "wonderfully" -- given what of your personality I've been able to glean from your posts, I'd be amazed if you didn't enjoy it :) The rules-light nature can sometimes get on my nerves a little ("Whaddya mean I don't get a bonus for attacking from above without expending a resource?!"), but in a suitably pulpy game, that shouldn't matter too much ("Sorry. Mutated Renaissance Gorillas care not from whence your blow derives if it's only a couple steps up on the staircase. Now, if you wanted to maneuver onto the banister..."). On a related note, I keep fighting the trappings -- I don't [i]want[/i] to play pulp 1920s, I want to play the campaign-world of D&D with a different ruleset! -- so I'm kind of annoyed at its lack of explicit support for the supernatural. The fireball-toting/lightningbolt-throwing/teleporting/charm-person-ing supernatural, anyway; it captures minor hedge-talents pretty well as writ. Aspects, however, are [i]awesome[/i] and it's now very hard for me to play any game that doesn't have them. Similarly, the bidding around them is also neat. You may find the damage track is hard to fill, especially if everyone's a brawler and thus has nearly max ranks in Fists/Weapons/Athletics. A suggestion I've seen which seems to help is to change the damage system such that any hit that would fill in a box of stress above the character's track (whether it rolls up there or just starts there) takes the character out. HOWEVER, a player may opt to take a consequence to decrease the stress of a blow by the size of the consequence, minor = 2 points, moderate = 4 points, severe = 6 points. Thus, a player will probably aspect out of a hit or two, start running low on fate points so take a hit, realize that if they take another rollup will start to be a real danger, and start taking consequences. In Fate [i]as writ[/i], however, they tend to take hits, realize that rollup is going to start happening, and start fate pointing out of hits, then take their 3 consequences. This is unfortunate because losing Fate Points isn't a great consequence -- consequences are! -- so discouraging this order of ablation is a Good Thing. Besides, is any one character [i]ever[/i] going to get that beat on? Really? :lol: I also play with only 3 stress instead of 5. :devil: But what is it that you really want to know? [/QUOTE]
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