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In a one-on-many combat exchange, the "one" still only rolls once. (FUG 44).
EXAMPLE: So if Bad Guys B1 and B2 are both attacking Good Guy G1, each of them rolls only once for the exchange (B1 and B2 also get the Superior Numbers advantage).
Combat Rules, Many-on-ManyCombat, ExchangeCombatExamples. Landon Darkwood offered an alternative [3] [...] If a dude with an SMG wants to shoot two dudes, he rolls in an exchange vs. both of them, but each of the two dudes takes a +1 for outnumbering SMG-dude. If SMG-dude beats both of them in the resulting rolls, the GM might rule that autofire allows him to damage them both, though the default rules state he can only damage one person per exchange in multiple-person combat. Additionally, if he gets beat by both people, he's going to take two damage effects - could be pretty nasty for him in the end.
[...] In my Hong Kong Action Theatre Fate game, I have a couple of "mook rules" that I use whenever the characters are fighting nameless thugs. They are:
(For more gritty, slow-paced HK action) If the PC is fighting a group of mooks, he can damage as many of the mooks as he beats in the exchange and it just gets narrated into the resolution of the exchange. So if he's fighting four guys and gets MoS on three of them, three of the thugs take the appropriate damage effect, and the PC takes the damage from the last thug that beat him. Normally, I don't give thugs outnumbering bonuses either, but that's GM discretion.
(For really over-the-top cinematics) A group of mooks gets statted as a single challenge grid and attacks as a single entity. Their numbers almost don't matter. As the PC gets boxes marked off on the mooks' challenge grid, they get narrated as dropping out of the combat. When the challenge grid is filled out, all the mooks are gone. In fact, if it's dramatically appropriate, the GM can continue narrating mooks into the scene as they take damage - the challenge grid is really only measuring, at this point, progress until the end of the scene. To parallel the normal damage grid, you can assign the mob -1 penalties as you go for losing people or just being damn scared of the mook-trashing PC.
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