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- This topic has 36 replies, 13 voices, and was last updated 12 years, 3 months ago by Anonymous.
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- March 19, 2014 at 3:26 pm #259997AnonymousInactive
I’d suggest making it even simpler. Make the temporary talent gain like archetype talents – gain the talent as long as it isn’t limited, foundation, racial (unless you are that race), or of a higher tier. Very little checking required and it’s only temporary. It would be good to quantify how temporary (single use or Scene or some other duration) – I think I’ve usually heard of it being single use (which seems right to me).
March 19, 2014 at 3:48 pm #260006AnonymousInactiveProposal:
Spend a Fate Chip to perform a desperate or cinematic act that has no associated rule but that is realistic for your character and the setting. The GM has final authority on what is and is not allowed.
and another one:
Spend a Fate Chip to use a Talent, Spell, or Combat Maneuver of your Tier or lower that you do not currently possess for one action or gain an additional use of a Talent that you have already used this scene.
Both of those are limited to once per session.
John
March 19, 2014 at 6:50 pm #260097AnonymousInactiveSpend a Fate Chip to use a Talent, Spell, or Combat Maneuver of your Tier or lower that you do not currently possess for one action or gain an additional use of a Talent that you have already used this scene.
thank you john for putting this down in a more rules like format. i had offered up both these ideas as separate options in one of 1st few posts, but i know i’m not the best at getting my thoughts out in a clearest of ways at times. the only difference i would recommend is that since it is a fate pt you are using the pc should actually be able to use a fate to gain access to an ability/spell…etc up to one tier higher then themselves. matt flinn and I agreed that this was a feasible and acceptable use of the “do the impossible” for our local game group. especially if you looked at it from the idea that a tier 5 maneuver should be to complex for a novice t1 hero to perform, however a t2 maneuver while diffcult would not be out of the realm of the t1’s abilities especially if fate stepped in to give said abilities a little bit of a boost.
March 19, 2014 at 6:52 pm #260100AnonymousInactiveFixed:
Spend a Fate Chip to use a Talent, Spell, or Combat Maneuver that you do not currently possess up to one Tier higher than yours for one action or gain an additional use of a Talent that you have already used this scene.
March 19, 2014 at 6:56 pm #260102AnonymousInactiveSo if we were to go with a version where a player can spend a fate point (or two if we are doing this as a modified version of ‘Doing the Impossible’) to gain access to a talent he/she qualifies for, as a Chronicler, am I now responsible to check the rule books the player’s character sheet as to confirm that the qualification is met? If so, this has the potential to slow down game play. I would rather see this axed that going through the trouble.
I personally trust the players here, unless it sounds like total BS they are trying to pull.
March 19, 2014 at 7:06 pm #260107AnonymousInactiveIt isn’t one he qualifies for in my proposal. It’s not doing the improbable if he already qualifies for the talent/spell etc.
John
March 19, 2014 at 7:09 pm #260109AnonymousInactiveSpend a Fate Chip to perform a desperate or cinematic act that has no associated rule but that is realistic for your character and the setting. The GM has final authority on what is and is not allowed
Spend a Fate Chip to use a Talent, Spell, or Combat Maneuver that you do not currently possess up to one Tier higher than yours for one action or gain an additional use of a Talent that you have already used this scene.
i personally like both these options. the first has started to lay down a foundation as to what is acceptable as for as doing the impossible. only issue i see with it is that leaves it open for interpretations as to what is “realistic” but it does have the all important part in there that says the final outcome it up to the judge. now all that needs to be done is get judges on the same note. i think more so at the major con, then local game days. since the cons require more judges to work in conjunction with each other
what can i say about the second one. i really like it. its logical, concise as to what its intent is. this one differently has my vote
March 19, 2014 at 7:20 pm #260114AnonymousInactiveSo if we were to go with a version where a player can spend a fate point (or two if we are doing this as a modified version of ‘Doing the Impossible’) to gain access to a talent he/she qualifies for, as a Chronicler, am I now responsible to check the rule books the player’s character sheet as to confirm that the qualification is met? If so, this has the potential to slow down game play. I would rather see this axed that going through the trouble.
there two things here, if your doing the impossible to gain access to a talent i don’t think it should have to be one that you would normally have access to, its the impossible so by spending a fate you can access any of them within the limits of the rule. secondly i don’t see any reason what so ever as to why 2 fate would need to be spent on one action. in my mind spending more fate does not signify a greater benefit. also i believe that fate point use it limited to only once per an action, unless you are the last man standing of course ( now to be honest i’m not finding this rule in the book, (last man standing is there) but i’m sure i have seen/heard it somewhere .
March 19, 2014 at 7:29 pm #260117AnonymousInactive…so i believe that fate point use it limited to only once per an action…
as far as i can find this is a rule that only certain people go by I cant find it in the books
March 19, 2014 at 7:42 pm #260123AnonymousInactivei couldn’t find it either, but i’m damn sure that i have both heard and read it. i just cant place where it was.
March 19, 2014 at 8:18 pm #260132AnonymousInactivei couldn’t find it either, but i’m damn sure that i have both heard and read it. i just cant place where it was.
I Know that Harvesters and Campaign Staff have upheld it and I know I’ve upheld it, but for the life of me I can’t find a reference to it either. The closest thing I can find is under the ‘reroll option’ it says you must take the new roll, which could imply no more fate spent.
John
March 19, 2014 at 8:26 pm #260139AnonymousInactiveglad im not the only one…thought there for a minute i was going crazy
March 19, 2014 at 8:37 pm #260144AnonymousInactiveyeah I’ve had that “rule” quoted at me more than once and I’ve disagreed with it every time
March 19, 2014 at 8:40 pm #260149AnonymousInactiveIt probably came about by extrapolating the re-roll use, which is pretty clear you can only try it once.
March 19, 2014 at 8:52 pm #260165AnonymousInactiveOk everyone
I have a compromise..
FOR NOW.. it’s out of the game
BUT… once we have the campaign guide done, with GM guidance for its abdication.. it will come back.. at which point we will wait and see…
if we see it continues to be an issue.. its gone.
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