Drinking & Dragons

Difference between revisions of "RPM:Rules/Game Rules"

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(Created page with "<big>Fate is a game with many dials and preferences. This page will track ours.</big> == Characters & Advancement == Rules that relate directly to creating or updating chara...")
 
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<small>'''Source:''' Modified from the Physique rules in ''[http://rpg.drivethrustuff.com/product/141360/Romance-in-the-Air--A-World-of-Adventure-for-Fate-Core?affiliate_id=144937 Romance is in the Air]'', p22.</small>
<small>'''Source:''' Modified from the Physique rules in ''[http://rpg.drivethrustuff.com/product/141360/Romance-in-the-Air--A-World-of-Adventure-for-Fate-Core?affiliate_id=144937 Romance is in the Air]'', p22.</small>


== Scale ==


When two entities enter into a conflict with one another and the narrative calls for it, the differences in their scale come into play. For every step that separates them, apply one or both of the following effects to the larger of the two:
* +1 to the attack roll or +1 to the defense roll
* Deal +2 shifts of harm on a successful attack or reduce incoming harm by 2
How to apply these effects depends on what makes sense in context.
If the Hatchet Gang (scale: Local) stages a daring raid against the Benevolent Association of Celestial Wanderers (scale: Regional), the Hatchet Gang will have a harder time of it, in terms of resources and personnel, against the better funded Association. It’s reasonable to give the Association a +1 bonus to its defensive Fighting roll.
Of course, if the conflict is between two entities of roughly equivalent size or scale, then none of these effects applies. They only come into play when the scale is unequal.
<small>'''Source:''' ''[https://fate-srd.com/fate-system-toolkit/scale Fate System Toolkit, Scale]''.</small>


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Revision as of 19:17, 21 September 2016

Fate is a game with many dials and preferences. This page will track ours.

Characters & Advancement

Rules that relate directly to creating or updating characters is on the Character Creation page.

Quick Conflicts

Sometimes a conflict is called for that either doesn't warrant the full scale of a conflict or one side has an edge over the other in such a way as to make the conflict quick. For these situations we will use Quick Conflicts.

The aggressor makes an Attack action with an attack skill, e.g. Fight, Shoot, Provoke, which sets the difficulty for the defending player. The defending player takes an Overcome action with an appropriate skill to defend (and yes, you may succeed at a cost). If the defending player fails they are taken out.

Source: Modified from the Physique rules in Romance is in the Air, p22.

Scale

When two entities enter into a conflict with one another and the narrative calls for it, the differences in their scale come into play. For every step that separates them, apply one or both of the following effects to the larger of the two:

  • +1 to the attack roll or +1 to the defense roll
  • Deal +2 shifts of harm on a successful attack or reduce incoming harm by 2

How to apply these effects depends on what makes sense in context.

If the Hatchet Gang (scale: Local) stages a daring raid against the Benevolent Association of Celestial Wanderers (scale: Regional), the Hatchet Gang will have a harder time of it, in terms of resources and personnel, against the better funded Association. It’s reasonable to give the Association a +1 bonus to its defensive Fighting roll.

Of course, if the conflict is between two entities of roughly equivalent size or scale, then none of these effects applies. They only come into play when the scale is unequal.

Source: Fate System Toolkit, Scale.