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<blockquote data-quote="Aldarc" data-source="post: 7449960" data-attributes="member: 5142"><p>Stunts are mostly built around three ideas (though there are more): </p><p></p><p>(1) Add a New Action to a Skill: Use skill A instead of skill B under certain circumstances. e.g., "Backstab. You can use Stealth to make physical attacks, provided your target isn’t already aware of your presence." </p><p></p><p>(2) Add a Bonus to an Action: Usually a +2 bonus to skill action in certain circumstances (e.g., "Gain a +2 bonus to create an advantage using Lore, whenever the situation has specifically to do with the supernatural or occult.")</p><p></p><p>(3) Create a Rules Exception: You can "break" the rules. (e.g., Riposte. If you succeed with style on a Fight defense, you can choose to inflict a 2-shift hit rather than take a boost.) </p><p></p><p>Fate Point-powered stunts are rare. (Not even sure if they include an example in the book.) So almost the entirety of your fate points are spent engaging your aspects. </p><p></p><p>As an aside: I find it fascinating that 4E was criticized for just being a tactical miniatures game without any real roleplaying, but it seems that on this forum that many of the people who extol the virtues of 4E the most are story now roleplayers. </p><p></p><p>Correct. </p><p></p><p>Possibly <a href="http://www.drivethrurpg.com/product/131485/Aspects-of-Fantasy" target="_blank">Aspects of Fantasy</a>. It claims to offer... </p><p>...but I have not looked into it in depth. </p><p></p><p>This has been my experience running Fate games. </p><p></p><p>Incidentally, Fred Hicks of Evil Hat Games re-posted <a href="http://www.deadlyfredly.com/2015/09/fae-q-approach-alts/" target="_blank">an old blog post</a> on Twitter. A wee bit: </p><p>But the rest discusses the use of Approaches rather than a typical skill list.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7449960, member: 5142"] Stunts are mostly built around three ideas (though there are more): (1) Add a New Action to a Skill: Use skill A instead of skill B under certain circumstances. e.g., "Backstab. You can use Stealth to make physical attacks, provided your target isn’t already aware of your presence." (2) Add a Bonus to an Action: Usually a +2 bonus to skill action in certain circumstances (e.g., "Gain a +2 bonus to create an advantage using Lore, whenever the situation has specifically to do with the supernatural or occult.") (3) Create a Rules Exception: You can "break" the rules. (e.g., Riposte. If you succeed with style on a Fight defense, you can choose to inflict a 2-shift hit rather than take a boost.) Fate Point-powered stunts are rare. (Not even sure if they include an example in the book.) So almost the entirety of your fate points are spent engaging your aspects. As an aside: I find it fascinating that 4E was criticized for just being a tactical miniatures game without any real roleplaying, but it seems that on this forum that many of the people who extol the virtues of 4E the most are story now roleplayers. Correct. Possibly [URL="http://www.drivethrurpg.com/product/131485/Aspects-of-Fantasy"]Aspects of Fantasy[/URL]. It claims to offer... ...but I have not looked into it in depth. This has been my experience running Fate games. Incidentally, Fred Hicks of Evil Hat Games re-posted [URL="http://www.deadlyfredly.com/2015/09/fae-q-approach-alts/"]an old blog post[/URL] on Twitter. A wee bit: But the rest discusses the use of Approaches rather than a typical skill list. [/QUOTE]
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