Fate Cheat Sheet - Evil Hat Productions Page 4

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Actions and Stuff
• The list of actions has been greatly reduced from previous Fate games down to
four: overcome, create an advantage, attack, and defend. Movement is now a
function of the overcome action, create an advantage subsumes assess/declare/
maneuver from previous games under one banner, and blocks can be handled a
number of different ways.
• The game is no longer based on a binary pass/fail. Now there are four outcomes:
fail or succeed at cost, tie (succeed at minor cost), succeed, and succeed with
style. Each outcome now has a mechanical or story-driven effect, based on what
action it’s attached to. Succeeding with style is basically taking spin from previ-
ous versions of Fate and applying it across the board.
• Challenges and contests have been greatly simplified and redesigned.
• Zone borders have been replaced by the use of situation aspects to determine if
it’s even worth rolling for movement. Moving one zone with an action is always
free if there’s nothing in the way.
• On that note, supplemental actions and skill modifiers are completely removed
from the system. Either something is interesting enough to roll for, or it isn’t.
• Teaming up is greatly simplified from previous games—everyone who has at
least an Average (+1) at the same skill adds +1 to the person with the highest
skill level.
Scenario Creation
• The advice is way better.
Extras
• These exist. Whereas each previous Fate game had a specific way of dealing with
powers and gadgets and stuff, now there are a variety of options for you to choose
from (as befits the toolkit nature of the system).

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