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Difference between revisions of "Fate Core"

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==Numbered Dots for Stress Boxes==
 
==Numbered Dots for Stress Boxes==
  
For Pro users, there is an API script to produce numbered dots for Stress Boxes on your Token.  It uses the colored dots from the Status Indicator Overlay.  You will also need to install the isGM API as well (to identify the GM for access). To get the API script, click "CODE: FateDots" in the API Script box on the right of this Wiki:
+
For GMs at the Pro level, there is an API script to produce numbered dots for Stress Boxes on your Token.  It uses the colored dots from the Status Indicator Overlay.  You will also need to install the isGM API as well (to identify the GM for access). To get the API script, click "CODE: FateDots" in the API Script box on the right of this Wiki:
  
 
https://wiki.roll20.net/Script:Fate_Dots
 
https://wiki.roll20.net/Script:Fate_Dots
  
 
[[Category: Guides]]
 
[[Category: Guides]]

Revision as of 19:51, 22 November 2016

Contents

Mechanical Summary of Fate Core

There are many resources for reference sheets to help people understand Fate Core. I can recommend one that is arranged "thematically", from Reddit:

https://www.reddit.com/r/rpg/comments/17h3a2/a_mechanical_summary_of_fate_core/

Map Use

For Fate maps, select a standard square-grid Scale like 1 unit = 5 feet. Select Diagonals to be measured in the "Euclidean" fashion. You may draw lines on the map to show a couple of Zones according to the Fate Core rules.

In our game, we prefer not to have lines drawn all over our lovely maps, but to let the Tokens move assuming they can move 20 feet for free in an Exchange (turn), using the Ruler tool with the Alt-key held down to figure out about where they can move. This is our standard "Zone". If clutter or conditions make movement tougher, we shorten the allowable movement per "Zone". A player may make an Athletics roll for their character to move more than one Zone.

Skill Rolls

Fate Core is not meant to be a rules-heavy game, but courtesy of Nick T. our game has worked out a Token-based set of dice-rolls for all 18 Fate Core Skills, and a variant initiative roll. Write a Macro in the following form for each Skill:

"Athletics"

@{selected|token_name} uses Athletics skill:
/roll 4df+ @{selected|Athletics}[Skill] + ?{Modifier?|0}[Mod.]

Then when you click any Token, player or NPC, a set of buttons will appear at the top for each Skill, provided you have created a set of Attributes for each of the Skills on the character's sheet.

Note that, if you use the offered Fate Core fillable Character Sheet, it will tend to introduce a lot of junk-boxes in the Attributes column filled with words. We just made a Blank Character in the Journal where those are moved to the bottom. We move our 18 Skills, Fate Points and Refresh to the top of the Attributes column. Then we recopy this sheet for every character, either PC or NPC. Be sure to update the Attributes column when Skill levels change after a Milestone (if the sheet doesn't do so automatically).

The roll will pause to ask for an optional Modifier (if you have a particular Aspect, Stunt or Boost good for +2 to a skill, for example.) Just click to skip that (default +0).

For these Macros check the box "Show as Token Action" and make them visible to "All Players".

For the system to work, this presumes you are using Tokens. We found we had to drag-and-drop the names of Characters with assigned Tokens onto any map we were using, even large-scale geographical maps or during "theater of the mind" talking, just in case someone has to figure out something with a roll. We lined up character and NPC Tokens on the edge of the map if we had to!

Alternative Initiative System

Fate Core compares Notice Skills for determining Turn Order (when a Physical Conflict starts), or compares Empathy Skills (when a Mental Conflict starts). That's it. However, our particular game uses a variant to add a Fate dice roll (4df), and put the result in the Turn Tracker, just so the character and NPC Turn Order doesn't stay static every Exchange. We have included a Macro for Physical Conflicts as follows. Click the Token for the character concerned and click one of the Initiative buttons that will appear in the overhead set of buttons. The character name and roll will pop into the Turn Tracker if the GM has turned it on (the clock icon in the left toolbar). Again, the macros are courtesy of Nick T.

"Initiative-Physical"

@{selected|token_name} rolls for randomized Physical Turn Order (break ties by comparing Athletics; if still
tied compare Physique)
/roll 4df+ @{selected|Notice}[Notice]  + ?{Initiative Modifier?|0}[Mod.] &{tracker}

For Mental Conflicts:

"Initiative-Mental"

@{selected|token_name} rolls for randomized Mental Turn Order (break ties by comparing Rapport; if still
tied compare Will)
/roll 4df+ @{selected|Empathy}[Empathy] + ?{Initiative Modifier?|0}[Mod.] &{tracker}

For both of these, check "Show as Token Action" and make the macro visible to "All Players".

The GM can manually switch around players and NPCs in the Turn Tracker if necessary.

Numbered Dots for Stress Boxes

For GMs at the Pro level, there is an API script to produce numbered dots for Stress Boxes on your Token. It uses the colored dots from the Status Indicator Overlay. You will also need to install the isGM API as well (to identify the GM for access). To get the API script, click "CODE: FateDots" in the API Script box on the right of this Wiki:

https://wiki.roll20.net/Script:Fate_Dots