The FATE of Weapons and Armour
I know it's been a while since I've talked about FATE, but the Kickstarter for FATE Core is almost done, and we're in the final week, so I decided to babble a bit about it.
One of the things I really like that they did with FATE Core is assumption of competency. It's assumed that you have the right tools to use your skills, unless something happens to change that. So you have a car to use your drive skill, a tools he'd for the crafts skill, a gun for the shooting skill, etc.
However, chapter 11 does have rules for extras, including weapons and armour rating as seen in Dresden Files RPG. I don't like those rules, so I'm going to share my own version.
Why not use the Current Rules?
The main reason is because big weapons with high skill can cause you to take a severe consequence really quick. If you beat their defense by 2 with a weapon:3, that's 5 stress you have to absorb! Oh, and the most stress boxes you can have is 4. So unless you're Mr. Buff, you probably have 2 or 3 stress boxes. Ouch.
So now we have an arms race to get the best armour available, because the best way to negate a weapon:3 is with armour 4! All of the sudden, everyone is playing a Space Marine instead of Indiana Jones.
What's My Fix?
I'll tell you a secret, it's not mine. It's stolen from Brenen Taylor's Bulldogs!
Weapon rating isn't added to your roll, it becomes the minimum stress you inflict on a successful attack. So a weapon 3 will do 3 stress on a tie, or if you succeed with style! Of course, if you succeed by, say, 5, you deal a 5-stress hit.
However, in Bulldogs! armour rating did the same thing it does in Dresden Files: it reduces incoming stress. I'm not a big fan of that method, and here's why: weapon ratings are situationally useful, whereas armour ratings are always useful.
A weapon 2 doesn't matter if you succeed with style, but as long as you fail a defense roll, your armour reduces the stress you take each and every time. So I need a way for armour to be situationally useful, too. The answer came to me when I was reading the preview for CAMELOT Trigger, specifically the rule that says you can shutdown a system to reduce stress like a consequence.
So what if the situation that armour helps with is consequences? I mean, consequences are when the attack actually hit you, right? Stress is just the close calls. So armour increases the stress absorbed by consequences!
That's it?
Well, no, it's not. We can't just have a strait 1-4 armour rating, with super heavy armour letting you absorb 6 stress with a mild consequence. Go with an armour rating of 1-2, and then give it a minor consequence of its own.
The key is to have the armour rating low, or else only minor consequence are going to be taken, while giving more utility in the form of one or two additional consequence.
Example, Please!
Ok, so here's an example of my weapons/armour rules in action.
Light weapons: 2 Medium weapons: 3 Heavy weapons: 4
Light armour: consequences absorb +1 stress Medium armour: consequences absorb +1 stress, and gain another minor consequence Heavy armour: consequences absorb +2 stress, and gain another minor consequence
Closing Thoughts
I know it's not perfect, nor is it going to please or impress everyone, but it's mine, so I like it. I saw a problem in FATE that I think needs changing, so I changed it.
If you get a chance to try it at your table, I'd love to hear how it went!












