Skip to main content
Actually use the terms I introduced.
Source Link
Anaphory
  • 4.1k
  • 25
  • 52

Unraveling this is made harder by the fact that “refresh” in Fate core is used as

  • a parameter of the game – which I will refer to as “refresh parameter” here,
  • the number of fate points a character starts a session with – which Fate Core also uses the term “refresh rate” for, and
  • the mechanic of sacrificing refresh rate for stunt slots, which shall be “paying refresh rate” here.

These rules presume that a PC has a certain number of “stunt slots” instead of paying refresh [rate] for them.

This means that the number of stunt slots is an upper limit of the number of stunts any character can have, and it cannot increase beyond that. It takes out the “paying refresh” rule.

In place of [a player-variable] refresh [rate,] these rules assign a flat number of starting fate points to each PC.

So, in a game using these ARRPG mechanics, all PCs have the same refresh rate, which is equal to the refresh parameter.

The options then describe how to choose the number of stunt slots and the refresh parameter. The option you referred to,

  • Make refresh[the] refresh [parameter] inversely proportional to the number of stunt slots the PC has, from one to five. For example, if the PCs have five stunt slots, [the game's refresh parameter, and thus each of their effective refresh rates] is 1. If they have two stunt slots, [the game's refresh parameter, and thus each of their effective refresh rates] is 4.

suggests that a good game choice is to have the refresh parameter and the maximum number of stunts a PC can have to add up to 5. This is on a completely different level from the paying refresh rule in Fate Core, which says that the refresh rate and the number of stunts beyond three that a PC has should add up to the refresh parameter for every character.

Unraveling this is made harder by the fact that “refresh” in Fate core is used as

  • a parameter of the game – which I will refer to as “refresh parameter” here,
  • the number of fate points a character starts a session with – which Fate Core also uses the term “refresh rate” for, and
  • the mechanic of sacrificing refresh rate for stunt slots, which shall be “paying refresh rate” here.

These rules presume that a PC has a certain number of “stunt slots” instead of paying refresh [rate] for them.

This means that the number of stunt slots is an upper limit of the number of stunts any character can have, and it cannot increase beyond that. It takes out the “paying refresh” rule.

In place of [a player-variable] refresh [rate,] these rules assign a flat number of starting fate points to each PC.

So, in a game using these ARRPG mechanics, all PCs have the same refresh rate, which is equal to the refresh parameter.

The options then describe how to choose the number of stunt slots and the refresh parameter. The option you referred to,

  • Make refresh inversely proportional to the number of stunt slots the PC has, from one to five. For example, if the PCs have five stunt slots, their effective refresh is 1. If they have two stunt slots, their effective refresh is 4.

suggests that a good game choice is to have the refresh parameter and the maximum number of stunts a PC can have to add up to 5. This is on a completely different level from the paying refresh rule in Fate Core, which says that the refresh rate and the number of stunts beyond three that a PC has should add up to the refresh parameter for every character.

Unraveling this is made harder by the fact that “refresh” in Fate core is used as

  • a parameter of the game – which I will refer to as “refresh parameter” here,
  • the number of fate points a character starts a session with – which Fate Core also uses the term “refresh rate” for, and
  • the mechanic of sacrificing refresh rate for stunt slots, which shall be “paying refresh rate” here.

These rules presume that a PC has a certain number of “stunt slots” instead of paying refresh [rate] for them.

This means that the number of stunt slots is an upper limit of the number of stunts any character can have, and it cannot increase beyond that. It takes out the “paying refresh” rule.

In place of [a player-variable] refresh [rate,] these rules assign a flat number of starting fate points to each PC.

So, in a game using these ARRPG mechanics, all PCs have the same refresh rate, which is equal to the refresh parameter.

The options then describe how to choose the number of stunt slots and the refresh parameter. The option you referred to,

  • Make [the] refresh [parameter] inversely proportional to the number of stunt slots the PC has, from one to five. For example, if the PCs have five stunt slots, [the game's refresh parameter, and thus each of their refresh rates] is 1. If they have two stunt slots, [the game's refresh parameter, and thus each of their refresh rates] is 4.

suggests that a good game choice is to have the refresh parameter and the maximum number of stunts a PC can have to add up to 5. This is on a completely different level from the paying refresh rule in Fate Core, which says that the refresh rate and the number of stunts beyond three that a PC has should add up to the refresh parameter for every character.

Source Link
Anaphory
  • 4.1k
  • 25
  • 52

Unraveling this is made harder by the fact that “refresh” in Fate core is used as

  • a parameter of the game – which I will refer to as “refresh parameter” here,
  • the number of fate points a character starts a session with – which Fate Core also uses the term “refresh rate” for, and
  • the mechanic of sacrificing refresh rate for stunt slots, which shall be “paying refresh rate” here.

These rules presume that a PC has a certain number of “stunt slots” instead of paying refresh [rate] for them.

This means that the number of stunt slots is an upper limit of the number of stunts any character can have, and it cannot increase beyond that. It takes out the “paying refresh” rule.

In place of [a player-variable] refresh [rate,] these rules assign a flat number of starting fate points to each PC.

So, in a game using these ARRPG mechanics, all PCs have the same refresh rate, which is equal to the refresh parameter.

The options then describe how to choose the number of stunt slots and the refresh parameter. The option you referred to,

  • Make refresh inversely proportional to the number of stunt slots the PC has, from one to five. For example, if the PCs have five stunt slots, their effective refresh is 1. If they have two stunt slots, their effective refresh is 4.

suggests that a good game choice is to have the refresh parameter and the maximum number of stunts a PC can have to add up to 5. This is on a completely different level from the paying refresh rule in Fate Core, which says that the refresh rate and the number of stunts beyond three that a PC has should add up to the refresh parameter for every character.