Regarding the above, you should assume that there are chained stunts and chakra powers that can drastically pump up the numbers for really skilled sealcrafters. 'Sealcrafter' is just the gateway stunt.
Sealing doesn't require significant chakra control in the context of Marked for Death, as far as I'm aware.
Infusion does not require any noteworthy amount of chakra, to the point where if a civilian was capable of accessing their chakra, even if they weren't particularly good, they might be able to do it. Assuming the seal isn't stupid like Night Light seals are, anyway -- so I don't think Chakra Capacity is appropriate there.
MfD-canonically, seal blanks require ~5 minutes to create, not 15.
Explosives seem to be more contingent on the user's skill in whether they affect someone and more contingent on the explosives power in the effect accomplished by them. Not sure how to represent this.
Likewise, I'm not sure that "number of people affected" is a particularly good balance point.
On the note of which, I do not think it is appropriate to be able to "choose" how much progress you make in researching seals; by my read, this would allow a novice to work at large scale projects easily.
Stuff like Air Domes' Block rate can be easily scaled -- it's been stated to take at least a hit from a chuunin well enough, so that's what it can be adjusted to. (commentary, not critique)
Yeah. It does make sense in some contexts -- ie explosive or implosion seals -- but in others like macerators where the area affected is more a matter of cone size and speed, less so, or banshee seals where the area is dependent on the power of the effect itself (as decibels decrease by ~6 per doubling of distance).Makes some intuitive sense, I think, since it's really about area. Are you affecting a person-sized area, a wide area that can catch multiple people, or a huge area? You would expect difficulty to scale up there.
Hm. Well, think about in this context: Jiraiya specifically asked Kagome for his implosion seals when fighting other S-rankers. If nothing else, that definitely signifies that they're a power magnifier.See, I don't actually think that's true. More powerful ninja rarely seem to bother with explosive. If explosives were a power magnifier they absolutely would be used more. But if they're more of a flat attack then they'd be greater for weaker ninjas and increasingly pointless for jounin who can get better results by throwing a kunai. Powerful ninja use them more for tricks like slipping an explosives tag on a thrown kunai to trick their opponent into parrying it instead of dodging it and then eating an explosion that can't be parried.
Hm. Well, think about in this context: Jiraiya specifically asked Kagome for his implosion seals when fighting other S-rankers. If nothing else, that definitely signifies that they're a power magnifier.
As far as other ninja go, they seem to mostly rely on ninjutsu to fulfill the effect of explosive seals. For instance, the Uchiha's Grand Fireball technique doesn't seem very different from an explosive seal.
IIRC Kagome's stupid box is basically explosives + napalm in a storage seal.The implosion seals seem to be just better than standard explosives (unless you're trying to set something on fire, or other niche cases).
I think part of it is just OOC narrative decisions - more ninjutsu people got written than weapons people (for coolness reasons, I suspect - who's going to get added more, someone wielding the same explosive tags anybody can [and random mooks often do] use, or a shiny new jutsu?). On top of that, the explosive tags are presented in canon as pretty cheap and easy to access (think of how early and often Naruto himself starts using them, and what that says about availability). So, if they're a basic part of ninja equipment that any random Genin might have, it makes sense they don't end up getting any focus as things go on.
In the harsher, stricter setting of MfD, it in turn makes sense for the seals to get more attention - they cost a negligible amount of chakra to activate, can be produced at the cost of time and paper/ink, and do a lot of damage if they catch someone off guard (also, for the PCs in particular, most of our attention has been a) at the lower ranks and b) focused on force-multipliers; even if explosive seals and the like don't scale well enough to make it in the big leagues, they're a heck of a lot better than no area-effect attacks at all). On the other hand, the fact that sealing is more special and dangerous here than in canon makes getting even basic seals a bigger deal, which from a metagame/balance perspective lets them be more powerful.
On the bright side, I don't think there's necessarily much conflict when it comes to offensive seals; if an explosive tag counts as a weapon, that's likely more useful for lower-ranked people (who don't have high-damage jutsu) but still scales effectively with skill (suggesting high-end weapon users will use weapons enhanced with seals - and whether or not canon agrees, I suspect most-if-not-all of the special weapons [like those used by the Seven Swordsmen of Mist] were now created with sealing).
The other tricky bit is unusual applications of sealing - I'm pretty sure Kagome's "stupid box" is just a very dangerous application of a storage seal, and it's often going to be messier than an explosive tag by a fair margin. I think best use is probably going to be building the stats for it based on standard use, and then if someone cleverly weaponizes an edge case just let it be.
IIRC Kagome's stupid box is basically explosives + napalm in a storage seal.
e: Our fuel air bomb does it better, though. Cuts out the explosive middleman
This seems like a lot more Skills than you really need. Why not take the Skills from Fate: Core, drop Driving, split Lore into Ninja Lore (history, jutsu knowledge, technique hacking) and Medicine (for med-nin stuff), then have a Jutsu skill to handle general chakra techniques, and have another skill call Reserve to determine a stress track for chakra, as well as for other things that require great reserves of chakra. Discipline and Conviction from DFRPG get folded into F:Core's Will and Presence gets folded into Rapport.Marked for Death as FATE Mechanics Thoughts
@eaglejarl
@OliWhail
@Velorien
Hope some of these suggestions help.
Stress Tracks:
Physical
Mental
Chakra
A note on Social Combat:
Social stress track is dropped in favor of more narratively tracking relationships. When dealing with NPCs with whom Hazou has a close personal relationship, normally the GMs will eschew rolls in favor of simulating relationships. When dealing with convincing other NPCs, socials are usually a straight opposed roll (usually versus Rapport, Empathy, Deception, or Willpower) to impose an Aspect on the NPC that you then compel using your free tag to make them do what you want. GMs may choose to have the NPCs resist the Aspect if it is strongly against their interests, in which case Hazou will be given a Fate point as his "compel" was refused. Hazou and NPCs are disallowed from taking Mental stress or Mental Consequences as a result of social rolls under all but the most extraordinary circumstances... resisting torture or similar. Normally social situations are not high stakes enough for that sort of thing.
Skill List
- Alertness - As per DFRPG book. Spot things and also determines initiative.
- Athletics - As per DFRPG book. Your all around climbing/dodging/jumping skill. Very similar to TacMov in old system.
- Administration - Covers knowledge of business, economics, and running large organizations. Can help cut through paperwork and shortcut regulations.
- Chakra Capacity - Determines how much chakra you have in your chakra stress track and how many jutsu you can support.
- Chakra Control - Similiar to "Discipline" in DFRPG, this is the skill you use to control jutsus and use your chakra efficiently. (Emotional control aspects go to Willpower.)
- Chakra Lore - Similiar to "Lore" in DFRPG. Understand how chakra works to craft seals or hack jutsu.
- Contacts - As per DFRPG book. Who you know and how good you are at getting answers or spreading rumors. NOT SURE ABOUT KEEPING THIS ONE.
- Craftsmanship - As per DFRPG book. How good you are at building stuff.
- Deceit - As per DFRPG book. Lying and disguises for fun and profit!
- Empathy - As per DFRPG book. Understand what other people are thinking and feeling and learn their aspects.
- Endurance - As per DFRPG book. How physically tough you are and how long you can perform at peak. Controls physical stress box.
- Fists - As per DFRPG book. Many ninja will enhance this skill with stunts representing specific fighting styles or even Chakra Powers that key off Fists. Can be used to parry other Fist attacks, but not weapons or jutsu... those you must generally dodge with Athletics. (Though stunts can fix this.)
- Infiltration - Covers what would be both "Burglary" and "Stealth" in DFRPG, as I think it's appropriate to combine them.
- Investigation - As per DFRPG book.
- Medicine - Medical knowledge. Can be used to craft poisons or medicine and crucial for a successful med-nin.
- Might - As per DFRPG book. Raw physical power.
- Performance - As per DFRPG book. Also used in crafting convincing genjutsu.
- Provocation - As per "Intimidation" in the DFRPG book. Some ninja can use this to project Killing Intent and make mental stress attacks. It also covers shit-talking and taunts, allowing you to enrage opponents and tempt them to foolish action.
- Ranged - Ranged attacks such as throwing. Also certain jutsu that are physical ranged attacks can be aimed with this instead of Chakra Control.
- Rapport - As per DFRPG book. Talk in a friendly fashion.
- Survival - As per DFRPG book. Life in the great outdoors.
- Weapons - As per DFRPG book. Many ninja modify this with stunts.
- Willpower - Combines what was called "Conviction" and "Presence" in DFRPG. Determines your number of mental stress boxes. Rolled to resist pressure and to shut down and refuse to give things away to social probing.
Removed from DFRPG:
Driving
Scholarship (Took medical knowledge aspect into its own skill and the rest is not that relevant to most of the game.)
Resources (prefer to track more specifically)
I'll admit that I haven't read any of the proposed rulesets we're considering transitioning to, but I'm unsure what the major difference between getting power at milestones vs. getting power by spending XP at specified times is.I'm not sure that stuff like getting more power at milestones fits with MfD.
You only get to advance skills on significant milestones, of which are described as the culmination of an adventure. So like, getting Kagome, getting the summon scroll, fucking up in hot springs, getting Arikada, etc. This wouldn't allow very granular advancement. It may be as much a matter of 'feel' as anything, but I don't think that would work well with Marked for Death, where downtime gets you skill just as well as active engagement and age is important for skill level, not just "I'm going to make trouble in Leaf for the next six months and get more skills every time".I'll admit that I haven't read any of the proposed rulesets we're considering transitioning to, but I'm unsure what the major difference between getting power at milestones vs. getting power by spending XP at specified times is.
And milestones cannot be awarded for things like "trained for a while on this specific manuever"?You only get to advance skills on significant milestones, of which are described as the culmination of an adventure. So like, getting Kagome, getting the summon scroll, fucking up in hot springs, getting Arikada, etc. This wouldn't allow very granular advancement. It may be as much a matter of 'feel' as anything, but I don't think that would work well with Marked for Death, where downtime gets you skill just as well as active engagement and age is important for skill level, not just "I'm going to make trouble in Leaf for the next six months and get more skills every time".
e: Honestly, it's that last part that bothers me most, because it basically means that if you're not actively on adventures, you can be training for two years and get nothing out of it.
They can be, but that would, well, not be milestones as they are written in DFRPG, at which point my complaints are addressed.And milestones cannot be awarded for things like "trained for a while on this specific manuever"?
I'll admit that I haven't read any of the proposed rulesets we're considering transitioning to, but I'm unsure what the major difference between getting power at milestones vs. getting power by spending XP at specified times is.
You only get to advance skills on significant milestones, of which are described as the culmination of an adventure. So like, getting Kagome, getting the summon scroll, fucking up in hot springs, getting Arikada, etc.
This wouldn't allow very granular advancement. It may be as much a matter of 'feel' as anything, but I don't think that would work well with Marked for Death, where downtime gets you skill just as well as active engagement and age is important for skill level, not just "I'm going to make trouble in Leaf for the next six months and get more skills every time".
e: Honestly, it's that last part that bothers me most, because it basically means that if you're not actively on adventures, you can be training for two years and get nothing out of it.
They can be, but that would, well, not be milestones as they are written in DFRPG, at which point my complaints are addressed.
(quoted under Fair Use)Dresden Files RPG said:A signifcant milestone usually occurs at the conclusion of a scenario or a major plotline (or once every two or three sessions). Signifcant milestones are about advances of experience, as the characters have learned new things in dealing with problems and challenges
[...]
A major milestone should only occur when something has happened in the campaign that shakes it up a lot—either when a few scenarios have concluded, or a long, large-scale plotline wraps up. When these happen, the characters jump up a scale of power.
Also:
(quoted under Fair Use)
The only major milestones I can think of have been us leaving Mist and researching/giving Skywalkers to Leaf, whereas your examples for Major Milestones seem more appropriate for Significant Milestones.
That's fair. I guess it's mostly a matter of how the milestone system is used. Personally I'm more fond of high-granularity point-based systems, so I am certainly biased in that regard.I think leaving the Village in the Swamp shook up the campaign. I think the escape from and downfall of the Liberator in Iron shook up the campaign. I think the mission to Mountain shook up the campaign. I think the events in Hot Springs shook up the campaign. I think getting off Jiraiya's shitlist by capturing that sealing master, then getting kicked out of Leaf and leaving Akane behind shook up the campaign. I think subsequently inventing skywalkers, evading Zabuza, joining Leaf, and getting adopted by Jiraiya shook up the campaign. I think the battle of the gods and our spy mission that ended in Manami's death shook up the campaign. And I think the chuunn exam arc will also be a major milestone when it's done.
So I'd say that in the approximately two years this game has been running, it's seen about seven Major milestones. That seems about right to me, and I think it's the speed of advancement that players be happiest with, especially if you want to drastically increase the power gaps between genin and more powerful ninja. Seven refresh also seems like about the amount of power that the various characters have grown.
Mind you, I can see how you could read the passage your way, but I think my way of reading it gets better results and is more likely to result in a satisfying game with a brisk rate of advancement that allows the players to drop in a skill point every couple of weeks and a new power/stunt every couple of months. Like many things in Fate, Significant versus Major is on purpose very subjective.
but it's also true at smaller scales if you go through the process of getting better at any skill.
There's probably a neat way to handle milestones and a granular skill system. For example, you could have it so that every x points in a skill, you get to choose either a new technique or an improvement to a previous technique or something like that. The only issue here is that it has the same issues that we have now. Perhaps you could have a Suiton skill, which represents all of your water techniques, and then individual milestones would say that you can roll Suiton in different situations. You could grab Water Whip as your milestone at, say, 5 points in Suiton and it says you can roll Suiton against your opponent at Near and Medium range. This is more or less the same as the current system, just collapsing different skills down into one, but it's something.