Fate 3 Conflict Examples

I. GM Frames the Scene
II. Establish Initiative in order of Alertness scores
III. Take Action
A. Attacker rolls his skill.
B. Defender rolls his skill.
C. If the Attacker's total is greater than the defender's, he hits/succeeds.
1. If the defender is a minion, he takes stress equal to the difference in the rolls.
a. For minions, this can take out the minion or multiple minions if close enough. If a Blademaster attacks two trollocs with two stress each and gets a Fantastic (+7) and the Trollocs get a Good (+3), he deals four stress, and takes out both trollocs.
b. For a non-minion, the stress fills in the box in question. If the box is full, it rolls over to the next higher box. If the stress exceeds the character's stress boxes (through a good roll or roll-up), the character is taken out. The character can choose not to be taken out by taking a minor consequence (reducing stress by -2), a moderate consequence (reducing stress by -4) or a severe consequence (reducing stress by -6). A character may only have one minor, one moderate, and one severe consequence at once.
c. Anytime after a character is shown to be at a disadvantage, he can concede. This means the bad guy wins… provisionally, but the -character gets to say how this happened-. The GM and other players have to agree it makes sense, but this is a way to lose without totally losing the character or having something majorly bad happen. Sure, you're beat up or compulsed, or the Darkfriend found out something important, but you live on and aren't Graendal's bitch. Life goes on, and you can get your revenge later. Note that you can't concede if you're taken out. Spend a consequence to not be taken out and /then/ concede. If you're taken out, it's too late.
IV. Go on to the next character.

Battle

  • Sharvyl is attacking a horde of trollocs. They are split into two groups of three, and trollocs are fair minions, so have 2 stress each. Sharvyl's Alertness is Fair, as is the trollocs. Sharvyl goes first as the trollocs are minions. He rolls his Weapons and gets a Legendary+1 (+9) total! The trollocs roll and get a Good (+3) result, yielding 6 points. Each trolloc has two stress, so three trollocs drop, leaving only one group left!

    The remaining trollocs attack Sharvyl! They have incredible luck, and roll Fantastic (+7). Somehow, Sharvyl rolls Average (+1), yielding 6 points! Sharvyl only has 5 stress, so will be taken out! His player doesn't like this, so he takes a minor consequence of 'Scratch on the Left Arm!', which reduces his Stress to 4. He checks off his fourth stress box.
    • GM Comment: In a fight versus minions, rate the minions. Average minions (rabble) have one stress box, Fair (trollocs, skilled normals) have 2, and Good (unimportant mydraal) have 3.

Channeling Battle

  • An Aes Sedai is in a fight with a horde of trollocs. She wants to slow them down so they don't get close to her, so she uses Earth (she's one of the rare ones strong in Earth) to create a pit in the ground in front of her. The GM agrees this is valid, so she rolls verses a difficulty of Fair (+2), as it's a long pit. She gets a Superb result (+5). The trollocs must make a Good (+3) Athletics check to leap the pit, and it still takes an action. If they get enough spin (say beating the result by 2 or 3 points), they may leap it as a supplemental action at the GM's whim.
    • GM Comment: One of the important elements in the series is it's -hard- for a channeler to channel and defend themselves physically. Asha'man are cut down in Lord of Chaos, and Aes Sedai use gaidin as protection for this very reason. Tying off weaves isn't an answer, necessarily, or they'd do so more often. Perhaps it requires a great deal of energy. Thus, the best way is via a blocking mechanism like above. Either the player rolls their Channeling for a single round and it uses the full value, or they roll verses a difficulty and it lasts till the enemy circles around or goes over the blockage. With a good enough roll, this could last more than one round.

Compulsion

  • An evil Black Ajah wants to Compulse a castle guard to let her in. The guard is considered an Average minion. The Black Ajah rolls her Channeling and gets Superb, which is enough to Compulse someone. The guard rolls his Resolve and gets Good. This isn't enough, and he takes two stress in Composure. He only has one stress box, so is taken out. He's Compulsed.

    An evil Black Ajah wants to Compulse Kel to give her something he found. The Black Ajah rolls her Channeling and gets Superb, which is enough to Compulse someone. Kel rolls his Resolve and gets Good. This isn't enough to resist entirely, and he takes two stress in Composure. His second stress box is filled in, and the Aes Sedai can keep channeling at him till his will buckles (and is taken out). Unless he has Channeling Lore or has experience with such things, he's unlikely to realize what's going on till it's too late!
    • GM Comment: Compulsion is a great time for a PC to concede. Most PCs except channelers would have little chance to resist. They wouldn't even know what's going on unless they have Channeling Lore or such, or have been told what Compulsion is. By conceding, they 'lose' but allow themselves to not become Graendal's bitch or such.

Intimidation

  • Lan is trying to frighten a gang of tough. The toughs are fairly normal, so have at most an Average (+1) Resolve. Lan has a Fair (+2) intimidation. The GM gives Lan a bonus die because he's got the color shifting cloak on, and warders are scary! Lan rolls a total of Good (+3), while the GM rolls a total of Fair (+2) for the toughs. They are scared. While the warder didn't make them run screaming, they back down and leave.
    • GM Comment: This is an example verses minions. Just roll once with the highest skill of the group. If you succeed, you succeed versus them all. If this were an attempt to intimidate a major character or PC, you'd use the normal conflict rules and have to wear down stress. (See below).
  • A Darkfriend is holding Morgase hostage. He is fairly talented at Intimidation, so has a Good (+3) skill. Morgase's Resolve is also Good (+3). They roll off and he gets an amazing Superb (+5), while Morgase only rolls a Good (+3). He beats her by 2 points. His first threat in the exchange shakes her a bit (she fills in her second stress box), but resists. Thus far. The second exchange has a similar result, and as her second stress box is filled in, she fills in her third stress box. On the third roll, Morgase has bad luck again! He rolls a Superb (+5), but she rolls all -1s and has a total of Poor (-1)! That's a 6 point difference. She only has five mental boxes, with the second and third filled in! She has to take a consequence. She could take a minor consequence, such as 'Frightened For Her Life!' and get a -2, which would reduce the 5-stress hit to a 3-stress. As her 3rd and 4th are filled in, it would still roll up to a 5th stress. Or she could take a Moderate consequence such as 'Afraid of Roger the Darkfriend!' which would take longer to disappear, but would give her -4 to the stress. She'd just fill in her first stress box. Or she could lose and tell the Darkfriend what he wants to know.
    • GM Comment: Most 'direct fighty' things are far more complicated versus a PC. Note that this isn't necessarily required. A PC could if they're outclassed, /concede/.

Tel'aran'rhiod

  • Perrin and Egwene are in Tel'aran'rhiod, and an evil Black Ajah has thrown a blast of Balefire at them! Perrin lifts his hand and attempts to will the Balefire out of existence. Perrin's Resolve is Great, and the Black Ajah's is Fair. The Black Ajah has no aspects that involve the Dream, so the GM decides to give her two penalty dice to the roll. She gets lucky and rolls a Fair. Perrin rolls a Superb result. He wins the exchange, so the Balefire disappears.
    • GM Comment: This has handled like any simple conflict. Balefire is special in setting in that there's no partial damage damage — this is why it should be rarely used. :) If you're hit, you're gone. Also, while one could have a separate Dreaming skill, that's another skill for a fairly limited subset of ability, and it's mostly based on one's willpower anyway. Thus, give a penalty die or two to someone who has no relevant training or aspects. It works just as well.