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rules:actions_and_outcomes [2015/03/20 13:42]
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-====== Actions and Outcomes ====== 
  
-//See Also: [[fatesrd>​Actions & Outcomes|SRD]]//​ 
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-Conflicts are divided into a series of exchanges. Each character gets a single action during the exchange based upon their initiative. The duration of exchange varies depending upon the scale of the exchange. An exchange between two leviathans will take much longer than one between ten normal people. 
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-===== Four Outcomes ===== 
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-When you roll the dice, either you're going to fail, tie, succeed, or succeed with style. 
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-Every roll you make in a Fate game results in one of four types of outcomes, generally speaking. Depending on what kind of action you’re taking, the specifics may change a little, but all the game actions fit this general pattern. 
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-==== Fail ==== 
-If you don't beat your opposition, you fail. 
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-This means one of several things: you don't get what you want, you get what you want at a serious cost, or you suffer some negative mechanical consequence. Sometimes, it means more than one of those. It's the GM's job to determine an appropriate cost. 
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-==== Tie ==== 
-If you roll the same as your opposition, you tie. 
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-This means you get what you want, but at a minor cost, or you get a lesser version of what you wanted. 
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-==== Succeed ==== 
-If you roll higher than your opposition by 1 or 2 shifts, you succeed. 
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-This means you get what you want at no cost. 
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-==== Succeed with Style ==== 
-If you roll higher than your opposition by 3 or more shifts, you succeed with style. 
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-This means that you get what you want, but you also get an added benefit on top of that. 
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-===== Actions ===== 
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-There are four types of actions you can take in a game of Fate. When you make a skill roll, you have to decide which of these you’re going to try. The skill descriptions tell you which action is appropriate for that skill and under which circumstances. Usually, the action you need to take will be pretty obvious from the skill description,​ your intent, and the situation in play, but sometimes you might have to talk it over with the group to find out which is the most appropriate. 
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-The four actions are: **Overcome, Create Advantage, Attack, and Defend.** 
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-==== Overcome ==== 
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-**Use the overcome action to achieve assorted goals appropriate to your skill.** 
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-Every skill has a certain niche of miscellaneous endeavors that fall under its purview, certain situations where it’s an ideal choice. A character with Burglary tries to pick a lock or jimmy a window, a character with Empathy tries to calm the mood in a room, and a character with Crafts tries to fix the broken axle on his wagon after a desperate chase. 
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-When your character is in one of these situations and there’s something between you and your goals, you use the overcome action to deal with it. Look at it as the “catch-all,​” default action for every skill—if the action doesn'​t fall into any other category, it’s probably an overcome action. 
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-The opposition you have to beat might be active or passive, depending on the situation. 
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-  * **When you Fail** an overcome action, you have two choices. You can simply fail, which means you don’t attain your goal or get what you were after, or you can succeed at a serious cost. 
-  * **When you Tie** an overcome action, you attain your goal or get what you were after, but at a minor cost. 
-  * **When you Succeed** at an overcome action, you attain your goal without any cost. 
-  * **When you Succeed with Style** at an overcome action, you get a boost in addition to attaining your goal. 
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-==== Create an Advantage ==== 
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-**Use the create an advantage action to make a scene aspect that gives you a benefit, or to claim a benefit from any aspect you have access to.** 
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-The create an advantage action covers a broad range of endeavors as well, but unified around the theme of (hence the name) using your skills to take advantage of the environment or situation you’re in. 
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-Sometimes, that means you’re doing something to actively change your circumstances (like throwing sand in an opponent’s eyes or setting something on fire), but it could also mean that you’re discovering sudden new information that helps you (like learning the weakness of a monster through research), or taking advantage of something you've previously observed (like your opponent’s predisposition to a bad temper). 
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-When you roll to create an advantage, you must specify whether you’re creating a new scene aspect or trying to take advantage of an aspect that’s already available—that could mean another scene aspect or one you can access on your target. You don’t have to know your target’s aspects to try this, because some of your skills let you reveal a target’s aspects as part of the action. You must also specify whether you’re targeting a character or the environment. 
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-Opposition might be active or passive, depending on the circumstances. If your target is another character, their roll always counts as a defend action. 
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-If you’re using create advantage to make a new aspect… 
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-  * **When you Fail**, you either don’t create the aspect, or you create it but the opposition gets a free invoke from it. You should create it if the aspect you wanted was something that other people could take advantage of later (like Rough Terrain). You can still invoke the aspect if you’d like, but it’ll cost you a fate point. 
-  * **When you Tie**, you get a boost - name the new aspect and invoke it once for free, but after that, the aspect goes away. This might mean you have to rename the aspect a bit to reflect its temporary nature (Rough Terrain becomes Rocks on the Path). 
-  * **When you Succeed**, you create a scene aspect with a free invocation. 
-  * **When you Succeed with Style**, it works like a normal success, except you get two free invocations instead of one. 
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-==== Attack ==== 
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-**Use the attack action to harm someone in a conflict or take them out of a scene.** 
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-The attack action is the most straightforward of the four actions—when you want to hurt someone in a conflict, it’s an attack. An attack isn't always physical in nature; several of the skills allow you to hurt someone mentally as well. Most of the time, your target will actively oppose your attack. Passive opposition on an attack means you've caught your target unaware or otherwise unable to make a full effort to resist you, or the NPC isn't important enough to bother with dice. 
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-In addition, the opposition always counts as a defend action (see the next section), passive or not, so you can look at these two actions as being inexorably intertwined. 
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-  * **When you Fail** at an attack, you don’t cause any harm to your target. (It also means that your target succeeded on the defend action, which might mean you get saddled with other effects.) 
-  * **When you Tie** an attack, you don’t cause any harm, but you gain a [[fatesrd>​boosts|boost]]. 
-  * **When you Succeed** on an attack, you inflict a **hit** on your target equal to the number of shifts you got. That forces the target to try and "buy off" the value of your hit by taking [[fatesrd>​stress]] or [[fatesrd>​consequences]];​ if that’s not possible, your target gets taken out of the conflict. 
-  * **When you Succeed with Style** on an attack, it works like a normal success, but you also have the option to reduce the value of your hit by one to gain a boost as well. 
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-==== Defend ==== 
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-**Use the defend action to avoid an attack or prevent someone from creating an advantage against you.** 
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-Whenever someone attacks you in a conflict or tries to create an advantage that sticks to you, you always get a chance to defend. As with attacks, this isn't always about avoiding physical sources of danger—some of the skills allow you to defend against attempts to harm your mind or damage your resolve. 
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-Because you roll to defend as a reaction, your opposition is almost always active. If you’re rolling a defend action against passive opposition, it's because the environment is hostile to you somehow (like a blazing fire), or the attacking NPC isn't important enough for the GM to bother with dice. 
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-  * **When you Fail** at a defense, you suffer the consequences of whatever you were trying to prevent. You might take a hit, or you might have someone else's advantage stuck to you. 
-  * **When you Tie** a defense, you grant your opponent a [[fatesrd>​boosts|boost]]. 
-  * **When you Succeed** at a defense, you successfully avoid the attack or the attempt to gain an advantage on you. 
-  * **When you Succeed with Style** at a defense, it works like a normal success, but you also gain a boost as you turn the tables momentarily. 
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-===== Special Notes ===== 
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-==== Block ==== 
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-This has been removed. It is now a function of the //Create an Advantage// as in FateCORE. It is not as rules-heavy as the Block Rules in Dresden, but that is a good thing. 
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-<WRAP center round tip 80%> 
-Randall wants to protect a civilian as she flees from two vampires. He creates an advantage on her saying **Wall of Air** which he creates with his evocation. His skill is Superb(+5) against the basic Fair(+2) defense giving him 2 Free Invokes. 
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-The first vampire attacks the girl, who has an Average(+1) Athletics. It goes badly for her and vampires get 3 shifts - enough to take her out. Randal then uses his 2 Free Invokes to bolster her defense by +4, giving her the victory. 
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-The second vampire now attacks. Randal tells the GM that he wishes to use his Defend roll in place of the girl. His argument is the Wall of Air is still there and available to him, since it was not a boost. The GM agrees and so Randal once again summons up his magic to defend. 
-</​WRAP>​ 
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-==== Grappling ==== 
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-Removed the overly complicated grappling rules in place of advantages, since aspects are true, allowing attacking with Physique instead of Fight. 
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-<WRAP center round tip 80%> 
-Heinrich wants to put the squeeze on a rather obnoxious troll. On the first exchange she creates the aspect **Hand to Hand Grappling** and gets a single invoke. On the second exchange she uses the aspect to justify attacking with Physique rather than Fight. 
-</​WRAP>​ 
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-{{tag>​dresdencore}}