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Old April 18th, 2008
frogspawner frogspawner is offline
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Join Date: Oct 2007
Location: Bingley, Yorkshire
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Quote:
Originally Posted by Jason Durall View Post
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.
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?
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