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Started by MathiasJack, April 23, 2003, 08:30:41 PM
Quote from: MathiasJackIf you choose to use Fate (can one really /choose/ that?) to accomplish an action or feat, then you do not get to make a basic draw. Without knowing the difficulty of the action, you are throwing your current points in Fate up against the difficulty. Kinda of like a yes, no, meant to, not meant to, situation. Either you have enough to beat the diff, or you don't. And you don't know till you try. But it'll always cost you a Fate point to find out.
Quote from: MathiasJackIf you choose to use Luck to accomplish something, make a basic draw for the action. Now make an Invoked Luck draw on top of that, no matter what type of basic draw it was earlier, this time the number of stones based on the number of current points your Luck stat has rather than the permanent stat. The number of Luck stones made in the Invoked Luck draw add to the number of your success in the first draw. You don't know if you succeeded until after the Invoked Luck draw is added in.
Quote from: MathiasJackHonestly haven't thought too much about Ranged combat beyond the fact that Luck covers it. Probably make a basic Luck draw to see if you hit, each two Luck stones adding to damage. Whatever Will stones are in the draw add to damage. Fate does nothing. Ammunition adds bonuses to Will or Luck based on type. Range might subtract Luck. Luck or Will could be invoked (but not both at once!). Overall, I just wonder how useful guns or mechanic weapons could be against opponents who can wield Luck and Fate as weapons.
Quote from: MathiasJackOverall, I like the feel of the hand-to-hand combat. I like how it determines everything at once with room for options. It seems to go two ways though: really deadly or really pussy.
Quote from: MathiasJackThe details need twinking. It would help if I actually playtested this thing, if I had some willing people.
QuoteSo for Luck, you "double-dip" to see if you succeed. Do any Will stones drawn during the Invoked Luck draw subtract from your initial successes? Do any Fate stones add a success? Or do only the Luck stones drawn add any successes? I'd stick with the latter; otherwise it would bog down play and get confusing. I'm not sure that that wouldn't make Luck a little overpowering, though...
QuoteI'm still dicey on the effects of Invoked Luck, though. It not only seems a touch inelegant, as taalyn pointed out, it might also be too powerful if not reigned in.
Quote- draws: simple enough. but Invoking - ick. This doubling up Luck thing doesn't seem intuitive to me - it's at a different logical level than the rest of them. Also, the way Invoking is measured doesn't seem very useful or realistic to me (as much as realistic matters - or not!). If I never know what the threshold is, then how do I know if I'm doing well? Usually, I have some kind of clue, some 'light at the end of the tunnel' that lets me know I'm almost there, which is when will really kicks in (trust me on this! ;)
Quote- I think the rule about only Invoking for Aspects the FLW covers isn't fair. Unless anyone can Invoke? But still, given the way they interrelate, it seems to me that Fate should be able to overcome Luck or Will, or any other combination. The issue would be that given the circle of relationships you've established (the Fate beats Luck sort of thing), it would just be harder to Invoke with fate against Will, or somesuch. The whole relation makes me think of Chinese WuXing (I studied acupuncture for a year), which gives me the beginnings of a bunch more ideas...let them stew...
Quote- The definitions of Active or Passive Actions confuse me. I don't think they're necessary to state either - Luck will gravitate to certain kinds of action without the need for any explanation on your part.
Quote- Narration ideas: coolness! I've expanded the role of Boons in Aisling along the same sorts of lines, allowing a Boon to entirely erase a level or two of damage, introduce a new skill at average, add an Aspect, introduce a tool (S**T, I forgot my gun! Okay, I'll use a Boon to find one in the glove compartment...), and such like.
Quote- Dominance: very cool! Introducing it will change a lot of how other draws work. One thing I discovered very early is that it can be very easy to run into zero values. Be careful.
Quote- RoShamBoe: I like this best for your game - it hints at the interconnectedness in the face of overt separation. If you do go with it, let me know, and we can chat about Luck repercussion of messing with Fate.
Quote from: MathiasJackAnd originally, I wanted Luck to be good or bad, so yes, originally every two stones of Fate and/or Will subtracted a point of Luck - so Invoking Luck could really add to your success or make it a failure. Maybe I should keep it the original way. Unless there is another idea on how to represent the special nature of Luck? Ideas?
Quote from: MathiasJackBut I don't want Fate to be unpredictable or a matter of incremental points. It should be an all or nothing, a mechanic that does differ from the other two, at least in my mind. There was something intriguing there about Fatalists being all about knowing, maybe even predicting moments of powerful Fate (the best time to use it for your own favor), yet at that very moment, not knowing if they would succeed or not. Ideas on improving Fate?
Quote from: MathiasJackNo, I don't think this should /always/ hold true, sometimes the submissive force /does/ overcome its dominant force. That is why, while the RoeShamBoe nature seems intriguing, I've stayed away from it.
Quote from: MathiasJackAnd on your last point, you bring up a subject I haven't yet - while I've listed how Invoking involves FLW against mundane obstacles and threats, I have not covered how they go head to head with each other as when a Weaver Invokes against another Weaver's Invoction. Honestly, I am still working that concept out...