Is there (or will there be) a print version available? I've already picked up the PDF from DriveThruRPG (and paid what I could), and I'd love to have it as an actual book I could hand around at a table ...
Fate Condensed Changelog 2020.05.06
We've continued a series of small text refinements during the lockdown. Here's what's in the latest update.
The overlap of terminology between Fate Core and Fate Condensed on advancement produced some confusion (as major milestones work differently in each). So for the purposes of clarity, we're renaming Condensed's "major milestone" to "breakthrough" and will remove "minor" from "minor milestone." This produces a few small ripples through the text.
Page 3, advancement bullet now reads "Advancement functions a little differently; we’ve eliminated significant milestones and finessed major ones (as breakthroughs) to compensate (page 39)."
page 38: On severe consequences bullet, major milestone -> breakthrough
minor milestone -> milestone (multiple occurrences)
major milestone -> breakthrough (multiple occurrences)
In the example:
milestone -> breakthrough
Sessions and arcs:
parts of the milestones -> parts of advancement
minor milestone -> milestone
major milestone -> breakthrough (2x)
Adjustments also made as necessary to the index and quick reference.
Original wording on these left some readers wondering if they were missing something, since the outcomes in both cases are the same. They weren't missing anything, so we're combining the sentences.
If you’re targeting another participant, they get to defend. If someone can interfere, they may oppose it with a defend roll as normal.
The target, or anyone else who can reasonably interfere, may oppose with a defend roll as normal.
page 11 (added sentence):
For instance, a survivalist always has survival items like matches on their person, even under unlikely circumstances.
For instance, a survivalist always has survival items like matches on their person, even under unlikely circumstances. This type of stunt establishes that you do not need to invoke for story details (page 24) for the given fact.
Fate Core made aspects optional when spending a fate point to add a story detail; FCon inadvertently made aspects mandatory. A small reword here brings FCon into better alignment with Core.
You may spend a fate point to add an important or unlikely detail to the story based on an aspect in play. In cases where “aspects are always true” (page 22) suffices, you do not need to spend the fate point; paying is for when it’s a stretch.
You may add an important or unlikely detail to the story based on an aspect in play. Don’t spend a fate point when “aspects are always true” (page 22) applies. Pay when it’s a stretch—or, table willing, when there’s no relevant aspect.
TEAMWORK IMPLICATIONS: We need to do a number of small edits to make sure it's explicit and clear how teamwork operates in a variety of scenarios. For changelog readers, we're looking to support the following:
- You can do teamwork in a conflict — offering that support as your action on your turn (prior to your ally's roll), or if you haven't taken your turn yet, skipping your turn to provide +1 support, etc.
- In a contest, if you aren't the person rolling for your side, you're providing teamwork.
- In a challenge, if you provide teamwork support, you're doing that instead of rolling against one of the challenge's objectives, yourself.
- In a general skill check situation, if you provide teamwork support, you're doing that instead of rolling a skill check of your own.
Providing support like this uses your action for the exchange.
Providing support like this uses your action.
Treat each action as a separate overcome roll.
Treat each action as a separate overcome roll. Teamwork actions are allowed, but may introduce costs or complications, such as running out of time or other inefficiencies.
If you expect to have some of the characters pulled away or distracted by other priorities, downsize accordingly.
Downsize if you expect to have some of the characters pulled away or distracted by other priorities, or if you want to make room for teamwork.
Added above "Taking Harm":
Timing matters when using some kinds of teamwork (page 32). You can invoke an aspect on your ally’s behalf to improve their roll at any time. You can help an ally before their turn comes around by creating an advantage or giving a +1 bonus as your action. If they take their turn ahead of you in the exchange, you can’t create an advantage to help them, but you can use up your turn (skipping it for that exchange) to give them a +1 teamwork bonus.
In the first paragraph on the page, the Furthermore sentence should change:
Original: "Furthermore, a supernaturally created aspect can justify scale on some actions even without an invoke, such as in the case of a veil or high-tech camouflage suit;"
New: "Furthermore, a supernaturally created aspect may grant scale to some actions when invoked. It may also provide scale even without an invoke, such as in the case of a magical veil or high-tech camouflage suit;"
The "Otherwise" paragraph should start like this, to make it clear that this is talking about a roll, not the unrolled unopposed case in the first paragraph in the section:
"Otherwise, you roll to create the advantage without scale (likely against a set difficulty),"
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I love these small adjustments. Attention to detail and clarity help make Fate even that much more attractive to me as a DM. Thanks!!
My pleasure! Richard Bellingham has been a big help, keeping an eye out for stuff that the community needs clarified, and we also got some help from a fan doing a translation to their native language because they had to go over the text in a very different way from a native speaker. When I can get us doing a long feedback period prior to print publication, I tend to love the resulting improvement. :)