I've read some Fate but haven't played it, so I might be mistaken, but don't players have the ability to resist a compel in Fate as long as they have a fate point to spend? You can see something similar in the DMG chase rules where a player can spend Inspiration to undo a complication. I think I’m going to try extending this use of Inspiration to all sorts of complications that might arise in play. On the other hand, in D&D, I wouldn't want to tell a player they had to do a certain thing in response to a complication if they were out of Inspiration. In that case, the PC has to deal with the complication in some way, and Inspiration operates as an incentive for the player to choose to do so in a way that’s consistent with the PC’s personal characteristics (TIBF). I also like to use a combination of race, class, background, and alignment as a sixth “High Concept” category.