Use a token of some kind to represent the upper hand. You get either the upper hand or the usual reward, but not both. This replaces the action’s usual reward for succeeding with style, such as getting a boost or an extra free invocation. As soon as one combatant succeeds with style with one of these other skills, they get the upper hand. How does one get the upper hand? By succeeding with style with a skill other than one that deals harm in physical conflicts (Fight or Shoot, or whatever the equivalent is in your game). The other duelist can take any other action, but cannot attack-until they get the upper hand, of course. Only the duelist with the upper hand can actually use a skill with the attack action to inflict harm. These one-on-one dueling rules introduce something called the upper hand. That’s what this hack does-require players to rely on skills other than Fight in a conflict, with colorful results. The create an advantage action in Fate Core makes it easy to model these sorts of conflicts, but most players will still gravitate toward the most efficient means of dispatching the opposition, especially if there aren’t other PCs around to give them an excuse to create situation aspects. Look at D’Artagnan and Jussac in The Three Musketeers, Errol Flynn and Basil Rathbone in the 1938 film The Adventures of Robin Hood, Cyrano’s poetry-laden duel with Valvert in Rostand’s Cyrano de Bergerac, or Luke Skywalker and Darth Vader’s duel in The Empire Strikes Back. In the meantime, they might trade witty repartee or provocative insults, swing from chandeliers, leap off balconies, baffle their opponent with their cloak, or a thousand other things. But those climactic one-on-one fights between our hero and a dastardly villain almost always involve a lot of back-and-forth before one of them lands a blow. The kind of cinematic, heroic action that typifies swashbuckling stories is near and dear to Fate Core’s heart-that’s just the nature of the game.
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