So here's where I'll detail the changes to my RPG rules.
I'll start with Fate 2.0, which is my heavier system.
First up is the Fate Ladder, I don't like Average and Epic. So take them out and add in Very Good (before Great if you're wondering). Mediocre and below is pushed up one to 0 (if you use the numbers), it meaning Average after all.
Next up the damage mechanics and here despite my misgivings over the complexity of Fate 3 I am going to steal Consequences.
I guess you could say these are the same as FU's Conditions, but I'll stick with the Fate nomenclature.
My new damage track looks like:
1 Minor Consequence
2-3 Major Consequence
4-5 Severe Consequence
6 Extreme Consequence
7 Taken out
I'll stick with 3 Consequences to also take someone out too.
Finally, I want to add in Damage Dice, this system uses the Simple weapons and armour rules. Start with your weapon rating then deduct the armour rating for a positive or negative amount, or 0.
If positive roll the positive number of dice counting and adding blanks and + results to the damage/margin of success.
If negative the opposite, roll the neagtive number of dice and deduct 1 margin of success for each blank or - result.
Here's an example:
Mario faces Luigi, both armed with swords (WR 2) and Mario in heavy armour (AR 3), Luigi in no armour (AR 0).
Mario hits with a margin of success of 1 he now rolls 2 (WR - AR) Fudge dice for + - adding 1 additional margin of success. On my chart this is a Major Consequence.
Luigi now hits with margin of success of 3 he has to roll (2-3) 1 'armour' dice getting Blank and thereby reducing damage by 1 to 2 and another Major Consequence.
I like this because it adds a random element to damage that is missing from Fate 2.0 as written but still favours skilled opponents.
Next up Danger Patrol beta for the kids
First I want to keep the very simple 8 'Classes' modified for the genre (Agent, Commando etc.), and the die split.
I will then let them choose a Description, but it can be pretty much anything. So a Robotic Detective and a Princess Agent are equally valid. The Description will act like an Aspect in Fate, so granting a re-roll (or probably complete success, this is for my girls after all), or possibly an additional die, a little bit hazy here for the moment.
Gear/Equipment will operate the same as Danger Patrol Pocket, another die to roll when it is applicable, taking the highest result.
As I am changing it to a more traditional RPG format I am only looking for one success per roll, on a 4+ as usual. I'm not looking for taking Danger Dice and trying to hit as many times as possible in one roll.
I am currently undecided but could add the FU failure scale for 1 to 3 die results it would be an interesting addition, it also may help to alleviate the Yes/No 'cliff face' while helping the narrative, as it does in FU.
I want, and need with the girls, to use minis too so I will borrow from Fate 3 and operate in Zones. Allowing a character to move one Zone per turn and two if they don't act. This can be a bit arbitrary and is fine with me, but roughly:
Quarterdeck, foc'sle, small room, alleyway say, one zone.
Main deck, market square, large room two zones, maybe more.
Of course by throwing out the Danger mechanic I am also doing away with the Danger Meter. This means I could stat up opponents so they operate as 'normal' NPCs, but could also 'do an FU' and turn it into rolling defensively (i.e. do I defend?) I'll wait and see, but this is no big deal.
It also means I need a new damage system, so why not use 3 Conditions/Consequences here too? Well, there's no good reason! So that's in.
FU, simple, elegant system it is requires no fiddling, except as with Fate a 'skill list'. I have got so used to Danger Patrol that I now use those 8 Archetypes/Classes/Skills (as modified for genre) for pretty much everything, including the skill levels in Fate (1 Very good, 1 Good, 2 Fair, 3 Mediocre, 1 Poor). For FU it is descriptor, Skill, Skill, Flawed skill with rounding out with Subplots, Goals and Quotes.
Is that it? As far as I recall now. I'll let you know how they play out as and when I get to them.
Until next time