Fate Core Beta Thread II - The Empire Strikes Back
Greetings Fate Core players,
Thanks for your feedback in the Fate Core Beta Thread! I spent a while reading through everyone's posts there, and picked out a few of the more popular requests that I have questions about. I'd like to know more about the following:
Thanks for your feedback, everyone! If you have more suggestions or ideas, feel free to share them here also. :) |
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1) Fate Accelerated replaces the Skills concept with the Approaches concept in order to streamline the presentation. In doing so, they created a much faster way to create characters and also a new paradigm in how characters can be represented "Personality first" instead of "Capabilities first." A lot of people find this approach (nyuck!) appealing and useful. I personally have used a hybrid method combining approaches with skills, and find that also useful. An Approaches tab that you could turn on or off at the Configure Character screen would be pretty useful. 2) Campaigns in Fate are represented by their own sheet for a reason. They have Aspects which represent Themes, and these aspects are called upon during gameplay and can be *changed* by Milestones. Being able to create a Fate Campaign sheet and linking that to my players would be SUPER useful, as I would be able to build the campaign sheet, set the rules for that particular campaign, and then forward that to them to automatically configure their characters. Failing that, a Campaign Sheet tab on the character would be a way to start it off. I could fill out that part of the character sheet, save it as a "Template" character portfolio, and forward *that* to the players to use for character creation. 3) It's impossible to advance a skill by one skill rank without "breaking" the skill columns rule unless you start from the very bottom of your skill pyramid. This isn't very useful for progression. The ability to have one or two skills "unsupported" by a column has become pretty much necessary in our campaigns in order to allow players an organic skill progression. The Skill Cap for the campaign, the uppermost tier of a skill, still can't be changed without spending a Major Milestone, however. 4) I think that works as a kludge. For instance, if I wanted to add Armor: 2 to a character, I'd need the ability to put in that Armor description and the number 2. The ability to add a note explaining how the number is applied is important. A variable cost in Refresh would also help, as most Extras cost Refresh. In my upcoming Superhero game, we're using a set of "Super Points" to represent Refresh-that-is-only-for-buying-Super-Powers so characters don't burn through their Refresh in character creation... so something that let us customize that without a lot of trouble would help, but probably isn't super necessary. Another example would be for our Fate campaign: Tianixa: Blood, Silk & Jade. In that setting, you gain a number of specialized stunts to represent your Kung Fu. We keep those Kung Fu forms and such set aside in their own category because they are thematically different from the standard Stunts in Fate Core. 5) The Fate Fractal is part of what makes Fate pretty amazing. Basically, any element you want to add into a campaign can be described using the same concepts as a player character. For example, a magic sword that is important enough could be called out on its own, given a set of Aspects (one or more), a Skill, an Extra or Stunt, and so on. A Boy Wonder sidekick could be a more fleshed-out character with a full set of skills and such, but designed with a different set of Stress checkboxes and no Consequences, and no refresh (he's essentially a "Feature" of the parent character). You can also create character-like traits for a game element run by the GM, such as a murder mystery. The mystery itself can be represented by aspects and skills, as it "actively" resists the attempts by the players to solve it. Hope that was helpful! |
Hey there Colen!
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Hope this helps. |
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To further the explanation, I'd want to treat them as a familiar in Pathfinder. The ability to click on a button to bring up the secondary sheet, and another to go back, tying them to the same profile, is the way to go. Other extras might be campaign-related. Races, for instance, in a fantasy game. These might just be name and description for the most part, but it would be awesome to have them included in a campaign or not. |
I'd really like to see the ability to add custom stress tracks using the Editor. And with that, some way to make custom stress tracks appear when certain stunts or skills are taken.
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Beta 2 is now out, including the following changes:
Anyone who signed up for beta testing should be getting an email with the details soon! |
Just tried it with the portfolio that was done with the Beta 1.
The Refresh is still unaffected by a negative Permanent Adjustment in the Personal folder. It stays at 3 no matter what your negative adjustment is. But you can raise the refresh. The reduction of refresh is needed as you play a lot of stuff with a reduced Refresh (Extras, Stunts, ..) |
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I would appreciate an option when you first load up a new character, like in the Pathfinder RPG, you get a window that lets you specify campaign options (i.e. what sourcebooks to allow, how to generate ability scores, starting gold, how prevalent guns are, etc.). Then you could save this set of options not just as the "default" but you could also save the set of options as a Campaign. In this options window, you could specify things like: skills pyramid or skills ladder? Whether to use extras or not, and which extras? Etc. |
I have a custom data file for my campaign, which is a bit more high-powered (an extra optional Aspect and Refresh) and uses two custom skills.
The campaign comes up all right everywhere, including the Campaign Settings and Campaign picker, but when I pick that campaign, the entire skill list—all eighteen normal Fate Core skills and the two custom skills, every skill I had picked for that campaign—disappears. The two custom skills I added are checked off on the list of available skills to add to the campaign, but they don't appear in the actual portfolio editor. Is there something additional I should be doing to the campaign to set the skill list? |
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