- Can you spend a fate point at any point in the process of making an action and resolving it, or do you have to declare it after your own roll at the latest? Example 1: I attack and my target defends successfully. Can I then decide to spend a fate point to make that defense a failure? Example 2 (regarding rolls with various degrees of success, and kind of tied to the next question): I use Scholarship for the Answers trapping, and the GM tells me what my character knows on a particular subject depending on my roll and the difficulty set. Can I then spend a fate point if I decide it's too little and I want a better result to remember something else?
My background is with DnD type games, so I had a lot of trouble with this when I first started GMing. My instinct is to say 'tough luck, better dice next time', but that's not how FATE works. The balance of power between player and GM is much closer to even in this system, which means spending Fate Points at any point during your turn (including after information has been given).
That said, I do require my players to have a good explanation for why their invocation of an aspect is giving them an extra advantage.
Say, for example, Ben the player has his character Andrew the White Court Professor roll Lore to work out the weakness of the gribbly monster that has charged into his lecture. The GM sets the difficulty at +5. Andrew is rushed, this creature is fast and the room is full of screaming students. Not exactly ideal conditions for concentration.
Ben is confident that he can make this roll; Andrew has a Lore of +4. Disaster strikes! Ben has rolled a 0, giving him a total of +4, one short of his target! Ben knows that he needs to know this thing's weakness. He can't expose his true nature in front of all of his students, even if the fear they are giving off is
delicious. He needs to hit this thing hard where it will hurt and hopefully drive it off. So Ben invokes Andrew's
Occult Historian aspect, thinking that Andrew has spent decades studying the supernatural and is bound to have come across this thing
somewhere.
That puts Ben's total over the difficulty rating, meaning he now passes the test and remembers that this thing is in fact a
Chepi, a Native American spirit that gifts medicine men with healing knowledge and can be called upon to act as an avenging entity. He also knows that it shares a weakness with the Fae; cold iron is a bane to it on a physical and spiritual level, so on Andrew's next turn he picks up the steel ruler from his desk and throws it at the Chepi, scoring a direct hit and sending it fleeing in fear.
Ahhhh, delicious.- How much is the GM transparent regarding difficulties and the NPCs rolls? My only experiences with Tabletop RPGs are related to D&D, so I'm used to DMs rolling behind screens and only in some cases telling the players what difficulty they need to meet or beat. In the DFRPG, there are mentions of trying to guess the difficulty (best to err on the side of caution, there) or of making assessment actions to discover them... Is that it?
In my experience it very much depends on the circumstances. If they're trying to scale a fence while being chased by dogs, tell them the difficulty outright. If they're searching through a spiritual reflection of the Library of Alexandria for a tome on Greek Fire (the only substance known to be able to hurt the escaped Titans), maybe keep the difficulty secret but have alternate (easier) options for interesting tidbits.
As a rule of thumb, if they're on a time limit I'd say give them the difficulty because it keeps the sense of urgency. If they're not that rushed for time or it's something they wouldn't be able to guess the difficulty of beforehand, I'd say keep it secret. Sometimes a little mystery is good for a group.