The new phrasing on page 14 for invoking aspects (with "On your turn") makes it look like you can't invoke aspects for reactions, which by definition happen outside your turn. It that intended?
Fate Condensed Changelog 2020.03.11
We've added an index to the book. We'll be sending the book to press in a week or two; we would be very happy to get your feedback on the index (and anything else that catches your eye) in the intervening timeframe!
Added a bullet:
Create an Advantage has been tweaked to offer better clarity and agency around the discovery of existing unknown aspects (page XX).
Final bullet doesn't need to list specific options beyond full defense, especially given how the options chapter has expanded to approx 14 pages, so the language is compressed on the last bullet.
Full defense is presented as optional and has been altered a bit to accommodate the expanded scope of the defend action (page XX). Other standard rules options are presented as well, starting on page XX.
Page 14:An edit to highlight off-turn options.
Modify your dice by invoking aspects to get +2 to your roll or reroll the dice. Some stunts also give you a bonus.
On your turn, you may modify your dice by invoking aspects to get +2 to your roll or reroll the dice. Some stunts also give you a bonus. You may also invoke aspects to support an ally (page 32) or to increase the difficulty an enemy faces.
Tightening up language so the paragraph only takes two vertical lines, to counterbalance added line from the above edit.
Most often you’ll invoke one of your character aspects, but sometimes you’ll invoke a situation aspect or even make a hostile invocation of another character’s aspect (page 24).
New:Often you’ll invoke one of your own aspects. You may also invoke a situation aspect or make a hostile invocation of another character’s aspect (page 24).
Tightened up the parentheticals at the end of the first paragraph to save vertical space. Now reads:
discover new information (learning a monster’s weakness through research), or take advantage of something already known (such as a CEO’s taste for scotch).
"do not" on the tie for creating an aspect is now "don't", saving a line.
Added language to better support clarity and defender's agency when an existing but unknown aspect is targeted for discovery. This modification also has the benefit of operating functionally much closer to the outcomes of "creating a new aspect". The page-ending segment on existing aspects now reads:
With an existing known or unknown aspect the outcomes are:
If you fail, and the aspect was known, the enemy gets a free invoke. If it was unknown, they may choose to reveal it to get a free invoke.
If you tie, you gain a boost if the aspect was unknown; it stays unknown. If the aspect is known, you get a free invoke on it instead.
If you succeed, gain a free invoke on the aspect, revealing it if unknown.
If you succeed with style, gain two free invokes, revealing it if unknown.
Calling Defend the "only reaction" in Fate unintentionally makes it seem like invoking aspects outside your turn isn't also a reaction. Rather than weigh this section down with added verbiage about off-turn invocation options, a simple edit is applied to narrow that assertion.
Defend is the only reaction in Fate Condensed—you use defend to stop something from happening outside your turn. Because it’s a reaction, you’re often facing an opposing roll rather than a set difficulty.
Defend is the only reactive action in Fate Condensed. You use defend to stop something from happening outside your turn, so you’re often facing an opposing roll rather than a set difficulty.
Two-page index added.
Rules summary updated to match the changes to Create an Advantage.
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