u/Answerisequal42

This serves a bit as a follow up to my previous post here.

A bit of background info on my current resolution mechanic idea, why i want to use it & the overall design vision of the game.

  1. I will use 4dF as a base resolution mechanic

  2. I want to have the dice feel of "throwing bones" as the game will be a very fate & destiny themed heroic fantasy game. Also keeping the math simple for mental laod.

  3. I want to feel the progression of player characters as they level throughout the game

  4. I want to have tactical & a bit "crunchy" combat not dissimialr to LANCER or ICON, but i want to have the same resolution mechanic across the board and not use different dice systems for differnet modes of play

  5. I will use 4 different stats to represent the mental and physical abilities of a character that will grant various mechancial and "numerical" bonusses (i explain the paranthesis in a bit) as well as "Grit" that functions as an overall "proficiency" like bonus that increases with character level.

NOW the BIG QUESTION that i want to answer.

How do i harmonize FATE Dice with Modifiers?

My answer: Use FATE Aspects (with a catch)

THE IDEA: A character can invoke as many tags for a specific roll as they have a modifier to that roll. So the "modifier" is actually more like an "invoke pool" that you can leverage for a roll.

I have 4 stats. Fortitude, Agility, Tenacity & Expertise. I have a standard array of 0, 1, 2, 3.

A 0 in a stat means you cannot invoke a tag for that roll, a 1 means you can invoke 1, a 2 means you can invoke 2 & 3 means you can invoke 3. Attack rolls will use Grit as their "pool modifier" so you can always try to get as many invokes as possible when fighting regardless of class.

This gives tons of design space for tags, allowing you to give tags that function only for certain stats or provide special effects when invoked etc. Plus it supports team strategies to provide tags to invoke and do combo atatcks etc etc.

What do you think of the idea?

Edit: some comments jumped onto the fact that standard FATE aspects are pretty easy to invoke and not very specific. I want to clarify that aspects will be clearly defined in terms of their invokability, their permanence, their invoke effect and so on. They will be limited and codified. Exceptions are character experiences that encompass their skills and background info. These willlbe onvokable at a cost though or give you a reward if you choose a detriment.

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u/Answerisequal42 — 10 days ago