16
DFRPG / Re: Question about Aspects placed using maneuvers.
« on: July 14, 2010, 11:17:06 PM »If a maneuver is used to create an aspect it only impacts on play if a fate point is spent (beyond the initial tag) correct? So to use an example from the book if I take cover I am actually no harder to hit unless unless I spend a fate point?
As luminos said, there are other factors to consider, but bear in mind that to a large extent this is by design. FATE is designed to encourage fast-paced action full of cool stunts and neat tricks, not using the same single tactic over and over and over. That's why you get to tag the aspect for free the first time, to encourage you to pull action-movie-like stunts like running from cover to cover or following up the old "throw dirt in his eyes" with a "pull the rug out from under him."
Quote
I Like the fate system but this seems a bit odd and I can see some really odd situations developing, like blinded characters fighting normally until someone spends a fate point.
Correction: When fighting a blinded guy, you only get a distinct advantage against him when you decide his blindness is narratively important (i.e. when you spend a Fate point). When it comes time for him to actually fight, the GM can and should compel that "Blinded" aspect liberally. Think Han Solo at the beginning of Return of the Jedi to see what a "Blinded" character looks like in a FATE fight scene.