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Wil Wheaton, Felicia Day, John Rogers, and Ryan Macklin Play FATE CORE!
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<blockquote data-quote="Brodie" data-source="post: 7716063" data-attributes="member: 6776288"><p>GM railroading? With a petty GM or a GM that has a set story in mind, sure.</p><p></p><p>'Meaningless success track' is a definitely a matter of perception; in Fate there's success and then there's success with style, where you have so many shifts of success beyond the target number. Those shifts can allow you to do extra stuff. Let's say the target for kicking out someone's leg is two. The attacker somehow gets that +12 on their attack. Now, if they're attacking an NPC, the NPC's going to fill their their wound markers and take the rest as Consequences. A generic, no-name henchmen is more than likely going to suffer that broken leg. Maybe two broken legs, depending on the GM.</p><p></p><p>As for meaningless dice mechanics, I'm assuming you mean the 'succeed at a cost' mechanic? "Sure, you didn't hit the target number but you could still succeed. It'll cost you, though." Player wants to break down the door with their shoulder. Target is 3, but player gets -1. If it was me running it, I'd tell the player they can succeed at a cost or just fail. If they choose to succeed, I'd tell them they broke the door open but take four wounds. If they don't want the wounds and want to mark off their moderate consequence, I'd suggest they dislocated their shoulder.</p><p></p><p>Fate is a game that focuses on story over mechanics. With the right group it can be a joy. It's not a great fit for those that want to know what's mechanically possible.</p></blockquote><p></p>
[QUOTE="Brodie, post: 7716063, member: 6776288"] GM railroading? With a petty GM or a GM that has a set story in mind, sure. 'Meaningless success track' is a definitely a matter of perception; in Fate there's success and then there's success with style, where you have so many shifts of success beyond the target number. Those shifts can allow you to do extra stuff. Let's say the target for kicking out someone's leg is two. The attacker somehow gets that +12 on their attack. Now, if they're attacking an NPC, the NPC's going to fill their their wound markers and take the rest as Consequences. A generic, no-name henchmen is more than likely going to suffer that broken leg. Maybe two broken legs, depending on the GM. As for meaningless dice mechanics, I'm assuming you mean the 'succeed at a cost' mechanic? "Sure, you didn't hit the target number but you could still succeed. It'll cost you, though." Player wants to break down the door with their shoulder. Target is 3, but player gets -1. If it was me running it, I'd tell the player they can succeed at a cost or just fail. If they choose to succeed, I'd tell them they broke the door open but take four wounds. If they don't want the wounds and want to mark off their moderate consequence, I'd suggest they dislocated their shoulder. Fate is a game that focuses on story over mechanics. With the right group it can be a joy. It's not a great fit for those that want to know what's mechanically possible. [/QUOTE]
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Wil Wheaton, Felicia Day, John Rogers, and Ryan Macklin Play FATE CORE!
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