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Difference between revisions of "Fate Core"

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(Alternative Initiative System)
(Alternative Initiative System)
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Fate Core compares Notice Skills for determining Turn Order (when a Physical Conflict starts).  That's it.  However, our particular campaign uses a variant to add a Fate dice roll (4df) to Notice, and put the result in the Turn Tracker.  We have included a Macro as follows; roll while clicking the character concerned.
 
Fate Core compares Notice Skills for determining Turn Order (when a Physical Conflict starts).  That's it.  However, our particular campaign uses a variant to add a Fate dice roll (4df) to Notice, and put the result in the Turn Tracker.  We have included a Macro as follows; roll while clicking the character concerned.
  
<nowiki>"Initiative-Physical"</nowiki>
+
<nowiki>"Initiative-Physical"</nowiki><br />
 
<nowiki>@{selected|token_name} rolls for randomized Physical Turn Order (break ties by comparing Athletics; if still tied compare Physique)</nowiki><br />
 
<nowiki>@{selected|token_name} rolls for randomized Physical Turn Order (break ties by comparing Athletics; if still tied compare Physique)</nowiki><br />
 
<nowiki>/roll 4df+ @{selected|Notice}  + ?{Initiative Modifier?|0} &{tracker}</nowiki>
 
<nowiki>/roll 4df+ @{selected|Notice}  + ?{Initiative Modifier?|0} &{tracker}</nowiki>
Line 20: Line 20:
 
For mental conflicts:
 
For mental conflicts:
  
<nowiki>"Initiative-Mental"</nowiki>
+
<nowiki>"Initiative-Mental"</nowiki><br />
 
<nowiki>@{selected|token_name} rolls for randomized Mental Turn Order (break ties by comparing Rapport; if still tied compare Will)</nowiki>
 
<nowiki>@{selected|token_name} rolls for randomized Mental Turn Order (break ties by comparing Rapport; if still tied compare Will)</nowiki>
 
<nowiki>/roll 4df+ @{selected|Empathy} + ?{Initiative Modifier?|0} &{tracker}</nowiki>
 
<nowiki>/roll 4df+ @{selected|Empathy} + ?{Initiative Modifier?|0} &{tracker}</nowiki>

Revision as of 03:05, 19 April 2015

Skill Rolls

Fate Core is not meant to be a rules-heavy guide, but courtesy of Nick T. our campaign 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:

@{selected|token_name} uses Athletics skill:
/roll 4df+ @{selected|Athletics} + ?{Modifier?|0}

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 skill on the character's sheet.

The roll will pause for an optional Modifier (if you have a particular Aspect, Stunt or Boost good for +2 to a skill, for example.)

Alternative Initiative System

Fate Core compares Notice Skills for determining Turn Order (when a Physical Conflict starts). That's it. However, our particular campaign uses a variant to add a Fate dice roll (4df) to Notice, and put the result in the Turn Tracker. We have included a Macro as follows; roll while clicking the character concerned.

"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} + ?{Initiative Modifier?|0} &{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} + ?{Initiative Modifier?|0} &{tracker}

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