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DFRPG / Re: Do you like or dislike the fate system and why?
« on: August 30, 2014, 01:32:42 PM »I prefer that kind of system because I like my fights to have a definite impact. As it is if you've got 2/3 fate points spare you can invalidate pretty much any decent attack or all but guarantee yourself a oneshot on a bad guy after knowing how close you were to killing him in the first place. I love the consequence system as it is, but I do dislike how easy it is to go from almost got him! to I'll just drop a fate point and finish this guy off.
1. What you describe works pretty well to invalidate attacks, but only takes out the other guy if he's a mook. Spending fate to inflict a mild consequence instead of stress isn't usually that effective a use of an action+fate point, unless the invoke on that consequence tips things better than making use of other aspects on the scene. PC-level opposition is INCREDIBLY tough, if they use all of their consequences, you need an outcome in the mid-20s to take them out, and if they have fate points, that goes higher.
2. Therefore if you're spending fate points that way, it must be more important than it seems. In my relatively limited play with fate, I've seen it done to avoid high-stress attacks (yes, that's how Murphy can survive fights with things that can throw cars, it isn't just Fists) sure, but it's more commonly used to make sure some kind of aspect lands on the scene so an action isn't wasted. Only if taking out a mook is unusually important is a fate point going to be used for that purpose and in that case...do you really want a character with the competence levels of most Fate characters screwing up something like silencing the lookout WITHOUT an aspect-based compel involved?
In a simulationist game, of course. That "d20" or percentile die looms large compared to your skills at most levels of competence so the chance of failure is always something you build into a plan. In a story game, rolling poorly means burning a resource to get the desired outcome, or you attempt it deliberately finding it more entertaining to have the guard shout an alarm, and you get a fate point for whatever aspect (either on yourself or on the scene) explains how your uber-mercenary-dude failed at so elementary a task.