Thread for Mandatory Reading for GMs

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 Mandatory Reading for GMs
The Storyteller
11:18am, February 01, 2015
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Posted here are the general guidelines for creating random encounter tables and scaling of encounters in TFOS. To keep with using just the FAE dice, an encounter table uses the same scale. -4 being the weakest encounter and +4 being the strongest, with the average being between -1 and +1.

When making encounters of larger groups of enemies, treat the group as one character. For a squad leader or captain, add an additional character to the mix. Mid and final bosses are assumed to have their minions about, and use those liberally as a secondary character to the boss.

A guide to encounter strength: The amount of Stress an encounter should have is a multiple of the number of PCs in the encounter. If more PCs enter the encounter, adjust your total Stress accordingly. Divide the total stress by 3, rounding up, to determine how much stress is required to cause a Consequence.

  • -4: Very Easy - (# of PCs in encounter) *3

  • -3: Easy (# of PCs in encounter) *4

  • -2,-1: Moderate (# of PCs in encounter) *5

  • +0: Average (# of PCs in encounter) *6

  • +1: Challenging (# of PCs in encounter) *7

  • +2: Hard (# of PCs in encounter) *8

  • +3: Very Hard (# of PCs in encounter) *9

  • +4: Boss Fight(# of PCs in encounter) *10


Aspects, Approaches, Fate Points and Stunts

Aspects: This should be equal to the number of stunts the average PC in the encounter has, except in Very Hard (+3) and Boss fights (+4), then they should have one or two more respectively.

Approaches
For all battles of +0 or less - +5 among all six approaches, no single approach over +2
For +1 and +2 - +6 or +7 among all six approaches respectively, no single approach over +2
For +3: up to +8 among all six approaches, one approach may be at +3
For +4 up to +10 among all six approaches, two approaches may be at +3

Fate Points
Usually just 1 Fate Point, and maybe not even that for encounter levels below +0. Very Hard and Boss Fights get 3
Note: This is above and beyond the 5 Fate Points you have as a GM. I give extras because I expect you guys to use your Compels to get your PCs do do interesting things with their Troubles during your fights.

Stunts: Maximum 1 stunt for 0 and below, up to two for +1 and +2, up to three for +3 up to five for +4


Edited 5:11am, March 04, 2015 by The Storyteller, author.
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