F.H. Zebedee
2017-10-23, 12:37 PM
I have been working on a campaign taking place in the 1920's, with kind of a JJBA sort of feel to it (people with quirky powers, over the top action, flavorful time period set dressing). I decided to use the Fate System (specifically the Dresden Files take) because I felt it gave the best combination of flexibility and encouraging players to interact with the environment and aspects of other character's powers to come up with clever solutions.
That said, what almost strikes me as the most complicated rule in the game is the idea of "steps" or "stairs" for skills (e.g., that you need three level one skills to get two level two skills and all that).
Would it horribly snap the game in half if I just said "These are over the top characters, both their skills and weaknesses are more pronounced than the average man on the street", and did away with that rule (while still retaining a skill cap of 4)? I mean, I know it will mean a lot of players maximizing God-skills (likely the to-hit and dodging ones), but I feel that will have a self equalizing effect, and I tend to DM with a very heavy variety of skills in use, so dumping basic skills can turn against them in some pretty unpleasant ways.
(Also, just noting, we are using the swingier "2d6, subtract the second from the first" variant from the system, which also means I kinda want players to be able to reach a little farther in boosting skills, to avoid running into "I have a decent stat, but rolled a -5. This is gonna suck.", and to encourage big dramatic happenings)
That said, what almost strikes me as the most complicated rule in the game is the idea of "steps" or "stairs" for skills (e.g., that you need three level one skills to get two level two skills and all that).
Would it horribly snap the game in half if I just said "These are over the top characters, both their skills and weaknesses are more pronounced than the average man on the street", and did away with that rule (while still retaining a skill cap of 4)? I mean, I know it will mean a lot of players maximizing God-skills (likely the to-hit and dodging ones), but I feel that will have a self equalizing effect, and I tend to DM with a very heavy variety of skills in use, so dumping basic skills can turn against them in some pretty unpleasant ways.
(Also, just noting, we are using the swingier "2d6, subtract the second from the first" variant from the system, which also means I kinda want players to be able to reach a little farther in boosting skills, to avoid running into "I have a decent stat, but rolled a -5. This is gonna suck.", and to encourage big dramatic happenings)