Something I noticed with the rules...they mention success counting. They don’t exactly say how the outcome works. With minimum and maximum dice, we have the following possible die results:
- Blunder!
- 0 successes
- 1 success
- 2 successes
- 3+ successes
I'm perfectly open to playing with the numbers at your discretion, but I feel like the Fate points (in this system) really have to be looked at in relation to 'Havens'. Taking the Hobbit as our inspiration there could be several 'sessions' between each one. Bilbo and the Dwarves only get to rest up at Rivendell, Beorn's House and Laketown. The stretch between each has at least a couple of serious sessions, like escaping from the Elves or fighting through Goblin Town, where Fate Points get spent freely and maybe a couple of less violent sessions where the party could use help dealing with other problems, like navigating in a pitch dark forest.roryb wrote:Thanks for thinking that through. The four part schema works for me. Keep in mind some of those odds can change quickly when you start throwing Fate at it. With a group of 5 to 6 characters, that’s actually quite a few combined points of Fate. We might find it takes a lot to deplete that resource and start pressing on the heroes (especially with those capable of plucking up Courage). Let’s see how it works in play. We might need to edge those number of successes around after a few scenes.
By the way, the idea for 0 = no, 1 = yes, but, 2 = yes, 3+ = yes, and is found in Lasers & Feelings, which also has a die range for actions of 1d6 to 3d6.
This is an excellent point. Fate (and Toughness) are assets that can be depleted fairly easily. However, Ray Otus provided the Take Courage mechanic, where if you have a creative player and a skilled character, those assets (usually [19/27]) can be partly replenished anytime the party gets a few minutes to rest - consistent with the source material.Mr Stereo1 wrote:I'm perfectly open to playing with the numbers at your discretion, but I feel like the Fate points (in this system) really have to be looked at in relation to 'Havens'. Taking the Hobbit as our inspiration there could be several 'sessions' between each one. Bilbo and the Dwarves only get to rest up at Rivendell, Beorn's House and Laketown. The stretch between each has at least a couple of serious sessions, like escaping from the Elves or fighting through Goblin Town, where Fate Points get spent freely and maybe a couple of less violent sessions where the party could use help dealing with other problems, like navigating in a pitch dark forest.
Totally agreed on this point.tibbius wrote:For what it's worth I think the Mirkwood elves of The Hobbit are much cooler than the Lothlorien elves of LotR. Faery circles dancing around vanishing fires ... creepy beauty, exactly the uncanny valley that's prevalent in Celtic myths of fae.
Please do keep them low! And sorry it was a busy day, so I got nothing done. But please keep talking about character connections, y’all!tibbius wrote:rory, I'm really glad you're running this. Looking forward to your open, I will keep my expectations low as if I've never played with you before.
I like this idea...sounds like something that that each player could exercise once per scene not to abuse it.tibbius wrote:Thinking more about the "yes, but" option ...
... maybe a player could accept or impose a "yes, but" complication on a "plain yes," in order to regain a point of Fate or some other benefit?
From experience (sorry if I'm bumping up expectations) it will be worth the wait.OGRE MAGE wrote:Take all the time you need roryb, we arent going anywhere. I would prefer to wait for the good stuff instead of having you rush into something.
That's what I'm talkin bout. "No" in combat means you take a wound, "yes" means you inflict a wound. Is everyone else ok with this?roryb wrote:So, to be sure, we’re talking:
Correct?
- Blunder (no, and...)
- 0 Successes (no...)
- 1 Success (yes... or yes, but... in exchange for 1 Fate)
- 2+ Successes (yes, and...)