Quote:
Originally Posted by Jason Durall
Fate Points let you spend them to achieve a maximum damage result with a weapon damage roll...
That can also be done with Fate Points, or as the Armor super power. ...
A function of the Martial Arts super power. ...
The Super Skill super power handles that.
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Since the use of Fate Points and/or Powers are options, the GM has total control over whether they are used in his/her campaign - right?
So a GM could put
conditions on their use. (Surely it doesn't have to be a simple "Yes/No"...?)
So, under the Rules As Written, a GM would be perfectly entitled to say, for examples:
1)
If you have a weapon skill of 100%+, you can spend FP to maximize Damage with that specific type of weapon
2)
If you have a weapon skill of 150%+, you can spend FP to activate an Ability to negate some armor
3)
If you have 100%+ Dodge, you can spend FP to activate an Ability to 'roll with a blow' (i.e. innate armor)
etc...
True?