Fate Condensed · 2020 CC-BY SRD
Conflicts
Challenges, Conflicts, and Contests > Conflicts
When the heroes get into a straight-up fight—whether with the authorities, cultists, or some unspeakable horror—and can win, you have a conflict. In other words, use conflicts when violence or coercion is a reasonable means to the ends of the PCs.
Conflicts may seem the most straightforward—after all, the history of roleplaying games is built on combat simulators. But keep in mind a key part of their description: the characters involved have the capability to harm each other. If it’s one-sided—say you’re trying to punch a living mountain—there’s no chance you can hurt it. That’s not a conflict. That’s a contest, probably where the PCs are trying to escape or find the means to fight back.
Conflicts can be physical or mental. Physical conflicts can be shoot-outs, sword-fights, or ramming extradimensional beings with trucks. Mental conflicts include arguments with loved ones, interrogations, and eldritch assaults upon the mind.
Timing matters when using some kinds of teamwork (page XX). 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.