DFRPG101: Conflicts

One of the interesting aspects (ahem) of the DFRPG system is it’s strange conflict system. It’s strange, but good.

The manual talks about the “Death of Situational Modifiers”. Technically this is true of Fate: there are no charts or tables detailing the bonuses for attacking while prone, or when running, or using a weapon in your off-hand, etc.

However in practice its not so true! There are bonuses, but they’re standardized bonuses: they are all +2. And you get those bonuses by applying Aspects to things: yourself, your target, the environment, or the scene. Generally, in order to apply Aspects, you must succeed at a skill roll that is either opposed by a target’s roll, or is against a difficulty level set by the GM.

Once applied, those Aspects can be “tagged” once for a bonus of +2 to your next roll. If the Aspect is “sticky” you can invoke the Aspect again, at a cost of 1 Fate point.

This applies to all conflict: physical (combat), social (argument), or even mental (epic psychic staring contest).

For a better explanation of the role of aspects in conflict, and further strategies for conflict in DFRPG, I point you to our friend Rick Neal:

Down and Dirty: The DFRPG Combat Paradigm

Good luck kickin butt!

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