[RPG] How to model a vast range of levels of power in Fate Core

campaign-developmentcharacter-levelsfate-core

Let's say that I want to run a game in Fate Core where there are weak little critters, folk, heroes, legendary heroes, and gods, where the intent is that the players can go from folk all the way up to gods.

What modifications would I need to make to Fate Core to make this happen?

My main concerns are Skills and total point values: Aspects can change easily over time, but Skill Pyramids or Columns could get ridiculous at those upper ends.

A key factor in the whole thing is that I'd like for each of the levels to function the same way, such that I don't have to build completely separate writeups for a character at different power levels; I'd like characters to be able to "rank up" or down between the levels of power. In other words, I'd prefer a system that scales smoothly, instead of rebuilding at each power level.

In the fiction I'm working with, there are opportunities for the characters to pick fights with creatures outside their power level quite easily, so modeling higher-powered beings simply as Main NPCs (when they're not core to the story) seems a little off-putting.

Possible Directions

  • I've read the Fate Scaling rules, which seem like they could be a decent start, but I'm curious about how standard character advancement would function with using scaling as "levels." Would "ranking up" in total power level be determined by the GM, or the total point values of the characters, as in D&D? Would I have to degrade player's capabilities when that happens to smooth out the progression?

  • Along the same lines, I've read Ryan Maklin's approach here, which seems alright, but would force GMs to make rulings on a case-by-case basis for beings of much higher "level," i.e. whether a Folk character competing against a Legend is Overwhelming Scale or not seems ambiguous, at the moment at least. Perhaps I should simply define that 1 step is Scale and 2 is Overwhelming? (These scale rules are steep, too, and I'd have the same question when it comes to advancement.)

Best Answer

Use the Scale rules.

When two entities enter into a conflict with one another, the differences in their scale come into play. For every step that separates them, apply one or both of the following effects to the larger of the two:

  • +1 to the attack roll or +1 to the defense roll
  • Deal +2 shifts of harm on a successful attack or reduce incoming harm by 2

Of course, if the conflict is between two entities of roughly equivalent size or scale, then none of these effects applies. They only come into play when the scale is unequal.

There are two ways in which you can choose to apply the Scale rules—static or ad hoc. Both are valid uses of the Scale rules and each has their strong points.

Static—this means that NPCs, creatures, gods, etc. all have a static Scale ranking that doesn't change. The PCs Scale would change as you play, which would represent them growing in skill, e.g. "leveling up".

Scale ranks could be assigned broadly by groups (see below):

  • little critters (0)
  • folk (1)
  • heroes (2)
  • legendary heroes (3)
  • gods (4-10?)

You could also create larger gaps between groups:

  • little critters (0)
  • folk (1)
  • heroes (3)
  • legendary heroes (5)
  • gods (8+)

Ad hoc—this means that the Scale level of an opponent(s) depends on the circumstances, such as have the PCs encountered this foe before, how skilled are the PCs, and what the situation is for the encounter.

Here are some thoughts on that:

  • By default the players are Scale 2 (Heroes). This means that if they get into a fight with some drunks at the pub (Scale 1, folk) they get the benefits of scale in exchanges. So if they roll Defense they get either a +1 to the roll or Armor:2. If they attack they get +1 to the roll or Weapon:2.
  • The same PCs encounter an Ogre for the first time and you want it to be a big threat, so you assign it Scale 3, one above the PCs. They have a hard fight but they survive.
  • A few sessions later the PCs encounter a group of Ogres (not a mob, but 2-3 individual Ogres). Since they've fought an Ogre before, you decide that the Ogres are Scale 2, which is the same scale as the PCs so no one gets any bonuses.
  • Half a campaign later the players encounter a group of Ogres. The PCs have fought much nastier things and you decide that the Ogres shouldn't be as big a challenge for the PCs, so you give them Scale 1, which means that the PCs have bonuses when attacking them.
  • But then the party is split up by a rockslide! Two PCs are suddenly locked away from the rest of the group in a cave with two Ogres. This is a very dangerous situation and you assign Scale 3 (one above the PCs) to those two Ogres, making things very dangerous for those poor trapped PCs!

"I've read the Fate Scaling rules, which seem like they could be a decent start, but I'm curious about how standard character advancement would function with using scaling as "levels." Would "ranking up" in total power level be determined by the GM, or the total point values of the characters, as in D&D? Would I have to degrade player's capabilities when that happens to smooth out the progression?"

Scale can be used to reflect the skill level of the PCs but there isn't a 1:1 ratio between Scale and levels. I would liken Scale to how D&D 4e had paths of character advancement with 1-10 being the start, 11-20 being paragon, and 21-30+ being epic. You could think of them as being Scale 1, 2, and 3.

Related Topic