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Thread: Fate Core?

  1. #131
    Quote Originally Posted by neuralnoise View Post
    Thx, I known that trick But players can't add modifiers, just the GM. There isn't brown button or in the right click HUD for them. And there isn't option for that in the Option window to allow players. So the question is still open.
    The GM is the only one able to add modifiers. Players don't have permission to do this. I can't for the life of me, being a GM, *think* of a reason for letting the players enter their own modifiers (which change depending on what "brand" of FATE you use) The player's can access modifiers that have been added in, but that's the state of the CoreRPG. I can't think of a ruleset offhand in which the player *can* add modifiers, being the GM-oriented tool it is. It's similar to the Calendar. GM tool only.
    Aliens.... Go fig?

  2. #132
    Trenloe's Avatar
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    Quote Originally Posted by neuralnoise View Post
    Is there a way to allow player for create modifiers in the Modifiers window ( +/- icon) ?
    This is base Fantasy Grounds functionality, and is coded into the CoreRPG ruleset, not the Fate Core ruleset that is built on top of CoreRPG. Basically, Fantasy Grounds usually allows either a single player to modify something or the GM only. The option for players to add modifiers has not been programmed into the modifier window - I would imagine due to the added complexity of coding for player access and modification specific to a single player (i.e. the player who created the modification entry).

    If players want to have frequently used modifiers that are specific to an individual PC they can create them using the /mod # <description> chat command and drag the entries (before pressing enter) to the hotkeys along the bottom of the screen. Then a single click on the hotkey would add the modifier to the modifier stack.

    https://www.fantasygrounds.com/wiki/...Modifier_Stack
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  3. #133
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    Quote Originally Posted by S Ferguson View Post
    I can't for the life of me, being a GM, *think* of a reason for letting the players enter their own modifiers
    Players need PC specific modifiers all of the time. Having a few modifiers that a player can quickly click on to add frequently used modifiers (with their labels) is a common feature in some of my games - especially for rulesets where automated effects aren't present.

    Quote Originally Posted by S Ferguson View Post
    (which change depending on what "brand" of FATE you use)
    Modifiers are specific to an FG campaign, which (in the majority of cases) would be for a specific brand of FATE. So I don't see an issue at all with players having modifiers specific to their PCs within the FG campaign.

    Quote Originally Posted by S Ferguson View Post
    It's similar to the Calendar. GM tool only.
    I have to disagree with this statement. Modifiers are a very useful feature for both players and GMs - the modifier list is not just a GM only tool, it is very much a tool for both players and GMs. I understand why players don't have add/modify access to the modifier list due to the complexity of coding that in FG. But saying that it is a GM only tool because of how it could be used within a game is, IMHO, not a valid statement for a lot of FG games - it might be a valid statement for your games, though.
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  4. #134
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    Quote Originally Posted by Trenloe View Post
    If players want to have frequently used modifiers that are specific to an individual PC they can create them using the /mod # <description> chat command and drag the entries (before pressing enter) to the hotkeys along the bottom of the screen. Then a single click on the hotkey would add the modifier to the modifier stack.
    Nice tip. I'd go with this for adding Player modifiers. The modifier box can be used to build up a library of common modifiers though, so if there's one that a few players are using, pester the GM to add it to the list.
    Using Ultimate license - that means anyone can play.
    Valarian's Fantasy Grounds Rulesets

  5. #135
    Most of the games I play have no "generic" PC modifiers that affect play, that can't be handled otherwise, especially FATE Core (which I assumed this was directed at). It definitely would be handy in a skeleton ruleset, I'll admit; but stunts, and invoking (or compelling) an aspect or spending a FATE point, for a modifier, is more "directed" toward the modifier box, rather than adding a specific modifier for it. So yes, in my games, specifically, here, FATE, it's a valid statement.. I was just suggesting (too succinctly, I suppose) that any player modifiers should be input by the GM at the time of it's occurrence in the game (I hope players aren't adverse to chatting to the GM, or adding a modifier for a player I hope ). I think the modifier box is FATE's strongpoint here. Note that I'm *only* discussing FATE here, not other systems. FATE 3.5 (and 3.0) can be updated to the latest rules by following a two page "Veteran's guide" in the back of the book if they like. The rules for modifiers hasn't changed much from the 2.0 FUDGE Edition, and FUDGE was "modifier lite," like lite beer.
    Aliens.... Go fig?

  6. #136
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    There's an argument for a drag/drop to the modifier box for aspects (+2) and consequences (their value).
    Using Ultimate license - that means anyone can play.
    Valarian's Fantasy Grounds Rulesets

  7. #137
    Quote Originally Posted by Valarian View Post
    There's an argument for a drag/drop to the modifier box for aspects (+2) and consequences (their value).
    True. That would be a good case. But aspects granting modifiers and compelled consequences only last the scene (usually), the FATE point was spent (or gained) and this would be better handled in a scene aspect fashion, n'est pas? The consequence or aspect lasts the scene so you have a scene aspect available to everyone in the scene. If you, say got the consequence "I'd Trip Over My Own Feet" (-2) to all Athletics maneuvers, caused by say, a loud noise, like a flashbang grenade, players could also be able to compel these aspects, as well.
    Aliens.... Go fig?

  8. #138
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    I discussed this with Fred Hicks @ Evil Hat Productions, LLC and we have two routes we can go.

    1. He signed a contract to allow us to produce an official version of Fate Core with full artwork and logo support under a royalty agreement.
    2. He also gave us permission to freely publish a Powered by Fate Core version which still contains all the content which is open (basically all of it) and just not the logos or artwork.

    I kind of like #1 with the Pay-what-you-like method where the price is $5 and if people want to pay more they can change the quantity.

    Sound off on your preferences. If Valarian and/or SFerguson are doing most of the work, I'll lean heavily towards what they say of course.

    -Doug

  9. #139
    A free version would be cool, but I'd also be more than good with paying for a supported/official version. Fate is a game, and Evil Hat is a game company, worth supporting IMO.

    I'd want a rule system that sticks to the core rules, but with options for any optional rules with mechanical requirements offered in the book(s). I'd totally use this to run Fate games. I'd totally run almost all of my campaigns using Fate.

  10. #140
    Valarian's Avatar
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    I think the consensus is a Fate Core SRD compatible ruleset (Powered by Fate & SRD licensing) for distribution with the Fantasy Grounds product, like the current 3.5e, 4e, and Numenéra rulesets. There will then be a commercial library module, which will include the stuff that can't be published freely (such as the wonderful art from the books). Other extension type products on top of this are likely to be charged (depending on licensing arrangements).
    Using Ultimate license - that means anyone can play.
    Valarian's Fantasy Grounds Rulesets

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