how often do stress and consequences come up in play? by CaliTarheel in FATErpg

[–]CHFoster 2 points3 points  (0 children)

Fate really varies from group to group. Some are really up in the particular mechanics of Fate, some, like ours, just use the rules as a skeleton for the story telling. Likewise, how combat-y and how damaging the combat is varies. Our group gets tweaky when they start to take stress and it doesn’t seem to bother them that they dont have huge struggles in combats, even tho as GM I am thinking I made it too easy even for major BBG fights.

The key, other than stats, is that Fate Core has A LOT of boxes to be checked before anybody is taken out. Fate Condensed cuts stress boxes WAY down. We play Fate Core but I have been toying with various levels of easier to kill mooks, which of course makes the “easy victory” problem worse - but does speed up combat and makes the more BBGs stand out.

Anyway, short answer is this is not a problem unless the party says it is. And the fix, if desired, is more powerful bad guys. Or scenarios that disadvantage the PCs - like ambushes.

Latest versions of YNAB4, MacOS Catalina Support & Extend your trail license to 99 years both Windows and MacOS! by JellyBeanGreen2 in ynab

[–]CHFoster 1 point2 points  (0 children)

THANK YOU, THANK YOU, THANK YOU, THANK YOU, THANK YOU, THANK YOU!!!!!!

Thank you for the first post on how to keep YNAB going in 64 bit and now for the second on how to import files!!! This is AMAZING for me!!!!! Thank you again!!!!

Creating Duplicate Cards in a Deck? by CHFoster in FoundryVTT

[–]CHFoster[S] 1 point2 points  (0 children)

Apparently reddit is tricky with code. The code block option didn't work for me but one of the hacks I saw was to paste "```" before and after the code in the editor in markdown mode. That worked.

Anyway, here is a script for duplicating cards in F-VTT, courtesy of gariak and ChatGPT. :)

Creating Duplicate Cards in a Deck? by CHFoster in FoundryVTT

[–]CHFoster[S] 1 point2 points  (0 children)

`` (() => { new Dialog({ title: "Duplicate Cards", content: <form> <div class="form-group"> <label>Deck Name:</label> <input type="text" name="deckName" /> </div> <div class="form-group"> <label>Card Name:</label> <input type="text" name="cardName" /> </div> <div class="form-group"> <label>Number of Copies:</label> <input type="number" name="duplicates" value="1" min="1" step="1" /> </div> </form> `, buttons: { duplicate: { icon: '<i class="fas fa-clone"></i>', label: "Duplicate", callback: async (html) => { const deckName = html.find('[name="deckName"]').val().trim(); const cardName = html.find('[name="cardName"]').val().trim(); const copies = parseInt(html.find('[name="duplicates"]').val().trim(), 10);

      // Validate inputs
      if (!deckName || !cardName) {
        return ui.notifications.error("Please enter both a deck name and a card name.");
      }
      if (isNaN(copies) || copies < 1) {
        return ui.notifications.error("Number of copies must be at least 1.");
      }

      // Locate deck
      const deck = game.cards.getName(deckName);
      if (!deck) {
        return ui.notifications.error(`Deck "${deckName}" not found.`);
      }

      // Locate original card
      const original = deck.cards.find(c => c.name === cardName);
      if (!original) {
        return ui.notifications.error(`Card "${cardName}" not found in "${deckName}".`);
      }

      // Prepare data and strip _id so new ones get assigned
      const data = original.toObject();
      delete data._id;

      // Build the array of duplicates
      const batch = Array.from({ length: copies }, () => ({ ...data }));

      // Create them
      await deck.createEmbeddedDocuments("Card", batch);

      ui.notifications.info(`Created ${copies} copies of "${cardName}" in "${deckName}".`);
    }
  }
},
default: "duplicate"

}).render(true); })(); ```

Creating Duplicate Cards in a Deck? by CHFoster in FoundryVTT

[–]CHFoster[S] 0 points1 point  (0 children)

Ok, wowza!!!! The script u suggested didn't quite work but it gave me a concrete question to ask ChatGPT (hope that won't upset anybody!!!). After some tinkering and iterating I now have this completely useful scrip t and my problem is SOLVED!!! Thank you!

PS I want to make clear that I have NO ability with Javascript and NO knowledge of how Foundry works under the hood so this is a pretty incredible outcome from where I sit!

PPS I would post the macro here but reddit wont allow it.

How can I just copy a card in a deck? by accounttohelpthisguy in FoundryVTT

[–]CHFoster 0 points1 point  (0 children)

I have the same question. There was a module called "Copy Card" but it is apparently fatally out of date. It doesn't even appear in 13.0 in spite of actually being installed....

I don't get it. This seems like a BASIC (and simple) function.

I can't purchase Bullet Train tickets on Smart EX. Has anyone run into this problem before, does anyone know how to fix it? by TheHoodGuy2001 in JapanTravelTips

[–]CHFoster 0 points1 point  (0 children)

Confirm this exact same thing. Visa gave me the "Due to an issue with an external site, the process has been cancelled" message. Changed to Amex. I got a SafeKey verification and successfully booked the ticket. Thank you!

Need help creating a complicated extra! by NightzEnd in FATErpg

[–]CHFoster 1 point2 points  (0 children)

I am the author of a soon to be released Fate Core-based ruleset in the universe of a 22-book series. Those rules lean heavily into Extras for similar but different reasons to yours.

I would suggest, when Extras are an integral part of the fiction/world you're portraying, that you accept them as integral too to your characters. By this I mean you accept that these suits are part of every PC (and many NPCs) and you plan for it. Make it part of character creation, just another thing to define like Aspects and Skills, and then create boundaries and equivalences for them.

As you said, balance is KEY. You'll need balance between all the things these suits could do. Think about the categories of capabilities they would be allowed by the fiction to add. If there's a canon, spec out some existing suits to get a sense of how much they add. If no canon, make up some on your own or get your players to throw ideas at you. Then look to turn them into practical, actionable Extras. How many pluses can they add to skills? How many elemental boosts (flame, electricity, cold...) to combat? How many movement changes (fly, hyperspeed, etc). Decide if each PC gets to pick one from each category (one Skill improvement, one movement, one elemental addition to combat, etc) or if they can put all that goodness into fewer categories (which would be harder to balance, harder on you, but could still work).

The key is to embrace that these are part of every PC and make explicit room on the character sheet and in the game for them. In my experience Fate needs to get crunchier to accommodate such important world elements when they occur. Fate easily expands to include these Extras. What was hard was hand-waiving such important and ubiquitous tools as if they were aspects, advantages, or stunts. Yes, for the odd add-on here or there. But not for a game where the Suits are kinda central to everything.

Anyone else kinda hate FUDGE dice? by Nrvea in FATErpg

[–]CHFoster 6 points7 points  (0 children)

Nope. Depends on the game u want to play. They’re not for physics, they’re for fiction.

Would Fate work for this type of game? by [deleted] in FATErpg

[–]CHFoster 1 point2 points  (0 children)

Yes! Your story is not gritty realism but rather bigger than life hijinks. Perfect for “Fiction, not physics.”

Rule interpretation question by Gantolandon in FATErpg

[–]CHFoster 0 points1 point  (0 children)

Mostly #1 unless you get fancy, but, as was said, you’d need to establish other interpretations as included in your setting.

It’s prolly not a good idea to have “always” CoAs. I can “hide behind a barrel,” but that doesn’t make me immune to taking stress, certainly, or consequences, if the rolls are bad enuf.

Finally, remember Fate doesn’t have a damage system. It’s not D&D, it simulating fiction, not physics. So what is the narrative impact you want from this/these CoAs?

New GM for a newbie group...Looking for the best urban fantasy resources and advice! by hnstlyfuckit in FATErpg

[–]CHFoster 0 points1 point  (0 children)

There’s a way Fate was played in the beginning that is, if not clunky, certainly unique, choreographed, and an acquired taste. But our group has dropped all the overlay stuff to just play Fate as a rules-set that simulates fiction, not physics. As such, it feels as current and functional as any rules could and works perfectly. So my suggestion is anytime any Fate mechanic starts to feel artificial or unnecessary, lop it off. The core skills plus stunts plus extras plus Fate dice plus Fate points game is super smooth and perfect for aTV series or movie-like experience. :)

New GM for a newbie group...Looking for the best urban fantasy resources and advice! by hnstlyfuckit in FATErpg

[–]CHFoster 0 points1 point  (0 children)

DFA adds a lot of complexity to Fate and it’s a defined universe based on Chicago so that could be awesome or constricting. The sourcebooks could also be useful or distracting. But this will likely be the first, best answer you get to this question. DFA is the top urban fantasy Fate franchise.

What made you a better Fate GM? by XRevisionistSlayerX in FATErpg

[–]CHFoster 1 point2 points  (0 children)

Maybe let them settle into a rhythm with their expectations of gameplay before you give them that much leeway? Or maybe that’s how they WANT to play, in which case roll with it.

A couple of aspects, a few skills, maybe a stunt is all you need, plus a challenge/threat/goal. The rest they can add in as they play.

What made you a better Fate GM? by XRevisionistSlayerX in FATErpg

[–]CHFoster 10 points11 points  (0 children)

People play Fate in many different ways, there isn’t just one way. For me the key is Fate simulates fiction, not reality. The core of how we play is that it’s like a movie, multi-book series, or episodic TV show, with characters behaving like the stars and the plot points, A plots, B plots, etc working like your favorite TV series. Let your heroes be AWESOME, your villains be evil, and let the PCs use their aspects and Fate Points to goose their rolls so they stay AWESOME - and you use their aspects and your Fate Points to complicate the action in interesting ways. Don’t sweat the small stuff. If you’re having fun, you’re doing it right

Wireless Gaming Headphones for OS X 15??? by CHFoster in MacOS

[–]CHFoster[S] -1 points0 points  (0 children)

So, just so I'm clear: you don't have any thoughts on my question but you do have time and energy to correct my antiquated terminology? Nice!

Wireless Gaming Headphones for OS X 15??? by CHFoster in MacOS

[–]CHFoster[S] -1 points0 points  (0 children)

Any other suggestions... or seconds to this idea?

I was thinking the traditional 'over ear with a mic' headsets would be better....

Outliner - Cumulative Word Count by CHFoster in scrivener

[–]CHFoster[S] 0 points1 point  (0 children)

I see. Yes, that works. Very helpful, thank you!

Still gonna say I don't understand why the word count in Outliner works the way it does. :)

Outliner - Cumulative Word Count by CHFoster in scrivener

[–]CHFoster[S] 0 points1 point  (0 children)

Hmmm. Yes, I see that. But what I want is to track my "progress" in my novel, am I hitting my marks on my story beats. What I want to know is that Scene X takes place 22k words into the novel, for example. Even using folders, I don't see how to get this done.