maquis said:
Clockworkchaos said:
A few big antagonists seems better, but I'm not sure how well Fate handle's lopsided numbers.
What I'm seeing in the use of temporary aspects, is that this system heavily supports teamwork and tactical thinking againgst a superior opponent.
Such as...
Most of the characters use maneuvers to apply temp. aspects to soften up the target, then someone 'tags' off all of these aspects for a garaunteed hit and/or massive damage. Maneuvering seems to play a bigger part of conflicts then attacking does.
Also towards the end there, we found out that some of us were using different versions of the books, with some different rules and rule desriptions.
Right. The problem is maneuvers also require a roll.
So some back napkin theory crafting here.
-4/4 both have a 1 in 81 chance
-3/3 both have a 4 in 81
-2/2 10 in 81
and -1/1 16 in 81
Which leaves 0 with a 19 in 81
Which means (assuming 10 combatants) about 2 of us are going to get a +2 or higher a round, and another 2 are going to get +1. (it's actually slightly lower, but if you assume people automatically reroll -4 and -3, it's very close)
So a big bad with a superb dodge roll. Assuming that we all have a 4 in our respective "tagging" ability (not necessarily). We can tag it four times... yeah +8 to one person would defiantly do it.
Now let's assume we split that bonus up between two people (to account for weapon bonuses, etc). Assuming both roll a +0, and add four damage for assumed average weapons damage/aspect fate bonuses and we get....
7 damage per per, or 14 total. And the other eight can still work on maneuvers.
Then again, let's assume this bastard has supernatural toughness, and reduce that to two 5 damage attacks a round. The bastard has eight boxes of physical stress, plus 12 soakable via consequences. Which means it would take about 6 attacks, or three rounds to kill him.
On the other hand, if the toughness was mythic , we'd be having two 4 damage attacks, and he'd have 10 boxes. So we'd be looking at 10 attacks, or 5 rounds.
Not bad, considering it's extremely unlikely that they'd be able to take one of us out in a round. Course this assumes a 4 skill in whatever skill, it we assume only about half of us have the 4, and the rest have a 3, the number of successful tags drops to 3.
Though all of this assumes optimal use of combat, which isn't going to happen. (for example, for optimal results Mark should have transfered his tag to Vlad, who was the best sniper. But he didn't because he doesn't like/trust Vlad.)
Theorycrafting, wizards are probably the best choice early in the fight, magic can do a lot of damage (though I'm not sure about this, how much can our wizards shift. Later in the fight, our heavy mortal hitters are probably optimal. Both because they don't have stress for their attacks, and because they're going to be more flush on fate points, which means they can take advantage of the consequences the monster's have racked up.