Powered by the Fate-pocalypse: Rules – Dice Rolling, Aspects & Attributes
Having been reading about the effects this may have on the probability of certain dice rolls (http://mathofoldschooldandd.blogspot.co.uk/2011/11/2d6-versus-1d12-and-clerics-turning.html) I am interested to see what effect this has on the feel of the game.
Aspects will remain largely unchanged from Fate Accelerated and are words or phrases that describe a person, place, thing, situation or group.
A character in Fate-pocalypse can take advantage of Aspects by spend Fate Point (I am still considering whether or not to determine how many of these a character possesses, but will put up a post about it when I reach a decision).
This next bit is where the Aspect rules diverge from the Fate system making use of a version of the advantage/disadvantage rules from D&D 5E.
When a character has an Aspect that may prove advantageous in a situation they may (as long as the GM agrees) spent a Fate Point to invoke it; invoking an Aspect allows you to do the following:
- Instead of rolling 1d12+attribute for an action the player rolls 2d12 and picks the highest number to add to their attribute (please note the Fate Point must be spent before the roll is made).
- Help an ally; this works the same as above but the allied PC gets to roll the 2d12 and apply the highest roll to their action.
- Establishing facts about the game world. Aspects are always true as long as they are active, so if a player has “hunted by the red arrow tribe of orcs” then they have established the existence of orcs, a tribe of them called the ‘red arrows’ and an adversarial relationship; Aspects should always be created in collaboration with the GM and other players so that they suit the game.
Please note: Only a single Aspect may be invoked per roll.
Players gain more Fate Points by allowing Aspects to be compelled against them; when an Aspect may prove disadvantageous or more complicate things for the player character then the GM can offer them a Fate Point; if the player accepts then the GM can make a move.
I have decided to use the Fate Accelerate approaches for this: Careful, Clever, Flashy, Forceful, Sneaky and Quick.
However I will be using the Dungeon World modifier spread, so each player will allocate the following modifiers between their approaches: +2, +1, +1, 0, 0, +1