Monthly Archives: March 2014

Unorganized Fate-alike, D&D, and alternate hit point model

Under formatted. Also, probably under-thought. Definitely under-playtested.

Uses the 2-column FAE thing; roll domain+approach to do stuff.



quick: eff-, prot-
flashy: eff+?, prot-?
clever: neutral
sneaky: neutral
forceful: eff+
careful: choose eff+ or prot+
*dedicated: not a phase, can always be rolled for free.

split 3, 2, 2, 1, 1 (rest 0s) between approaches, then again between domains.

players roll all the dice, and will generally roll phase+domain compared to a static difficulty while active.
passive defenses may be rolled out of phase, and still count as an action in that phase (so once placed, is the action for that phase for this round)

4 actions, 4 outcomes.

Do you win?
style:  yes, and 🙂
succ:   yes
tie:    (interact, defend: yes, but.
         overcome, attack: no, but)
fail:   no
dismal: no, and 😦
and: winner gets a boost
but: loser gets a boost
if yes, you won, gain or make the other guy lose 2+eff Victory Points.

combat, and actually any sort of conflict (against an obstacle, for instance) is a racing metaphor. this may include creating placeholder foes for Nature, The Door, etc.
Decide on stakes, a fate each side suffers if it’s left behind in the dust.
at the beginning of combat, roll Disposition (starting victory points — dedication + armor maybe?)
this gives an initiative-like track of who-is-where and how-are-they-doing, first place to last place.
dealing damage reduces position on this track, from first place to last place (indirectly: it reduces victory points).
Anyone with no foes between themselves and last place is also in last place*.
Place large groups at their average roll, or break them into smaller groups and track the group let’s together.
Anyone in last place may be “lapped” on any successful attack — they take a consequence. if they’re out of consequences, they’re taken out.
personal disposition may be improved with overcome rolls.

* For less mooky rules, group these guys more by name — goblins are all at the back, then Gregnar their chief can’t get harmed ’till you force him behind the goblins.
this would punish spreading fire, because if you damage the goblins back below Gregnar, Gregnar is strengthened.
Disposition could be absolute; anyone below 0 who is attacked takes a consequence and can reroll disposition.
But that loses the “pecking order” thing, which is why anyone-at-last-place-is-at-last-place rule is there: it allows spreading fire. You’re wasting your time in a way, but maybe preventing a last minute reversal or something.

aaanyway. if you take a -prot action, you suffer -1 to all defense actions until end of same phase next round. +prot has same duration.

every turn is spent in the same structure, quick to careful — walking down a hall, talking to someone, tying your shoes.
if something comes up to interrupt this, jump to the interrupter’s phase at whatever time scale now makes sense.