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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 8:54 pm #260170AnonymousInactive
i love you pedro
abdication == adjudicationMarch 19, 2014 at 8:57 pm #260179AnonymousInactiveI think we may need to look up the word compromise sometime as well

I continue to feel strongly against this decision, but as always will accept it if that’s the final answer. Seems we are letting the few ruin it for all of us, something D&D used to do

John
March 21, 2014 at 11:33 am #260469AnonymousInactiveSpend 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.
This is really how my group plays the “do the impossible,” I even go as far as letting them do a talent, spell or combat maneuver that they could possible be able to do at a higher tier and is in the concept of thier character at the time.
March 21, 2014 at 12:36 pm #260474AnonymousInactiveSpend 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.
This is really how my group plays the “do the impossible,” I even go as far as letting them do a talent, spell or combat maneuver that they could possible be able to do at a higher tier and is in the concept of thier character at the time.
And I would consider what’s described above as broken in terms of being able to access things from a higher Tier or multiple higher tiers. Combats and encounters aren’t designed with “Do the Impossible” in mind as a regular thing. I don’t want it to become that way either. If it was a home campaign and there might be a price to pay for calling on Fate to that degree, then perhaps.
Consider your description and being able to pull the Tier IV spell Dictum. CTN 26 – Easy to handle by Tier 2 with half a decent roll.
Effect: All non-believers of the caster’s sect are susceptible to this spell. Any Tier 1 or Tier 2 foe successfully struck by this spell is instantly killed. Tiers 3-5 Foes that are successfully affected by this spell suffer d10(primary) damage and are Shaken and Stunned.
Range 90′ 1 Target.
Even 1 Tier up and Celerity is regularly available to a caster.
On the Martial Technique side this opens up Trail of Bodies and Flowing Sand. For Talents this grants Murderous Precision to strike down an Elite target.
While it may seem unreasonable to point out the extremes, the examples Henry and Pedro provided already shows that the extremes are already being done.
As has been previously noted, this ability has been interpreted to provide power far and away above what was intended. I’ve been told Rotted Capes have a system that may be closer to what was intended. In 7th Sea I think Drama Dice are also an approximate equivalent.
I’d be ok with leaving the wording as is for the book and changing it only for the Living Campaign as in home games the GM has a far better and more consistent way of adjudicating what happens. But I think for the Living Campaign it must be significantly dialed back.
With a sweep of his hat,
Paul
March 21, 2014 at 12:39 pm #260475AnonymousInactiveAs a note though, I only allow to use it once per adventure that way. My players tend to only use it on the end guy if at all. I also think that by limiting it to things in the rule book, then you elevate the it was my twin thing.
March 21, 2014 at 1:10 pm #260483AnonymousInactiveAs a note though, I only allow to use it once per adventure that way. My players tend to only use it on the end guy if at all. I also think that by limiting it to things in the rule book, then you elevate the it was my twin thing.
The new rules on Fate limit the use of “Do the Impossible” to once / adventure as well. Again it’s always up to the GM to allow the use or not if it’s something beyond what would be reasonable.
John
March 21, 2014 at 1:30 pm #260489AnonymousInactiveAs has been previously noted, this ability has been interpreted to provide power far and away above what was intended. I’ve been told Rotted Capes have a system that may be closer to what was intended. In 7th Sea I think Drama Dice are also an approximate equivalent.
Correct, if anyone wants to see the future of fate points and flaws.. read rotted capes, some day I intend to make Arcanis flaws and fate work in very much the same way.
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