Well, arguing about 'tastes' is a fruitless endeavor. I have never mentioned 'taste' at all...
Definitely agree.
I think, as I just told [MENTION=29398]Lanefan[/MENTION], we need to be explicit and concrete and talk details. I don't know what 'at a high level' means. I know specific situations at tables and categories of similar situations at tables as their generalization. So, I would say, in general, when a player wants to do something like have his character's 'aspect' (generally a qualitative thing) be reflected concretely in the game situation, that is to have some real mechanical and procedural heft, then FATE is more likely to be able to meet that need. This is kind of general though. We cannot say that there is NEVER a case where 5e's Inspiration/Bonds system will deliver this. It could, but since Inspiration isn't actually tied explicitly to PIBFs, which have no defined mechanical impact AFAIK. There's a vague "the GM might give you inspiration if you play in a way that reflects your traits" but it doesn't even say if it is positively or negatively! (IE you would GAIN inspiration for taking actions beneficial to your character if they happen to align with his PIBFs).
Ok two things...
1. Let's remember the context of this side discussion... it was not if one player wants to play FATE and another wants to play OD&D then they can both get what they want by using a mainstream game like 5e... that's too specific and was never my argument. I assume if you are knowledgeable enough and focused enough and nothing matters more than getting the exact experience of FATE... well then you'l be playing FATE with a group of like-minded individuals... personally I don't think the specific rules and experience are that important to the majority of gamers and so my argument was based on players with particular leanings and preferences vs. a desire to play an exact system.
2. Let's step back for a moment and look at the definition of FATE's aspects as I think this will help us examine it at a high level (and perhaps shed clarity on what I mean by that...
-Defining Aspects
An aspect is a phrase that describes something unique or noteworthy about whatever it’s attached to. They’re the primary way you spend and gain fate points, and they influence the story by providing an opportunity for a character to get a bonus, complicating a character’s life, or adding to another character’s roll or passive opposition.
Defining FATE Points
GMs and players, you both have a pool of points called fate points you can use to influence the game. You represent these with tokens, as we mentioned in The Basics. Players, you start with a certain number of points every scenario, equal to your character’s refresh. You’ll also reset to your refresh rate if you ended a mid-scenario session with fewer fate points than your rate. GMs, you get a budget of fate points to spend in every scene.
When your aspects come into play, you will usually spend or gain a fate point.
Aspects...
So it's a phrase that describes something unique or noteworthy about whatever it's attached to. I would say creating Bonds, Flaws and Ideals do the same (thought admittedly they are more categorically limited than aspects...).
They're a primary (though not the only) way you spend and gain FATE points... so I would say that kind of debunks the tight coupling of FATE point expenditure and aspects, FATE points (which are the actual currency can be spent on bonuses related to aspects... but don't have to be. In turn inspiration could be spent on an action relevant to the Bond Flaw or Ideal... but don't have to be.
They influence the story in one of 3 ways...provide an opportunity to get a bonus/complicate characters life/add to another character's roll... These are all things the Bond/Flaw/Ideal system coupled with Inspiration cover...
FATE Points...
They influence the game... Inspiration does the same.
Now here is where I see the major differences at a high level... The DM doesn't get Inspiration to spend and There is no starting/refreshed Inspiration each game.
Again though, I don't really understand what is meant by "at a high level". If you mean sort of in a hand-wavy kind of way that both games have some sort of mechanics that include character traits and some sort of mechanics that can give bonuses to checks, then I guess 5e and FATE are close cousins! I think that's so vague however that it misses the entire essence of what each game is really about.
Well I've tried to clarify it above but I am starting to think that many proponents of FATE see admitting similar their high level functions are in each game. Do I believe they are the exact same or that the mechanics of 5e can replicate FATE exactly... no, but I never made that argument.
What I'm saying is that I think the two systems are so qualitatively different that 'what' they accomplish is only 'the same' in an extremely superficial way. I've never said 5e can do everything FATE can do or that you seriously argued that, although [MENTION=2486]Al[/MENTION]drac DID quote where you made statements which are EXCEEDINGLY like that statement! You very certainly did attempt to minimize the central nature of aspects/compulsion/invocation in FATE. I didn't set out to prove that you were 'wrong that 5e can do all that FATE can do', I set out to prove that your assertion that FATE is just "FUDGE with a few narrative elements slapped on it". This assertion was, frankly, completely wrong! It gave the whole discussion a character that produced inaccurate conclusions. I simply corrected it, perhaps with zest, but it was simply a correction.
You have been somewhat inconsistent, as @Aldarc accurately pointed out in his response to your last post before this one. I am happy to take it that you have clarified your position here. FATE is not simply a skill-based system with some traits tacked on. If this is an accurate assessment of your current position, then we can proceed from there and need not beat expired equines anymore..
Well to be fair that was a very recent statement on my part and not really part of my initial argument... Also, FATE started as a variant of FUDGE... so not sure I'm willing to totally backtrack on that statement however I think it's only tangentially related to my main point so I'm also not ready to spend a ton of word count on disputing the matter. I'll just leave this tidbit from wikipedia and let everyone draw their own conclusions.
From Wikipedia...
System
Probability of results in the Fate system
Fate is based on the FUDGE system, and uses FUDGE's verbal scale and Fudge dice, but most versions of Fate eschew the use of mandatory traits such as Strength and Intelligence. Instead, it uses a long list of skills and assumes that every character is "mediocre" in all skills except those that the character is explicitly defined as being good at. Skills may perform one or more of the four actions: attacking, defending, overcoming obstacles (a catch-all for solving problems) or creating an advantage (see below). Exceptional abilities are defined through the use of Stunts and Aspects.
Its not necessary for me to recapitulate what I stated above, so I won't. My position is as it has been. 5e has some fairly superficial and minor 'trait' attributes which loosely couple to an Inspiration mechanism. FATE OTOH is a system which is entirely driven by aspects as its universal mechanical underpinning. While FATE does have (potentially at least) skills as well, they are mostly useful to set the success/fail threshold for the various checks, which are then subject to the aspect rules. Skills are not totally unimportant, but it is telling that FATE core doesn't even have a suggested list of them that I can recall, they are entirely setting-specific.
Hmmm... I disagree with how you view skills in FATE...I haven't seen anywhere in the rules where skills are totally optional. Can they be tweaked for your particular game, yes but they are assumed to be part of a FATE game, at least according to the FATE rules. Skills are how you perform any action in FATE not Aspects. If there are nothing but Aspects... what exactly are they being tagged to give a bonus too? Also FATE Core does have a list of default skills and suggestions on tweaking said list for different genres... Personally, I see Aspects as a modifier to the basic competencies of your characters represented by skills and stunts (these are the rolls being modified by FATE points which are in turn gained through Aspects.
I think that FATE is going to likely tend to be more abstract in terms of tactics. That is to say, your character might have an aspect or a skill that bears on his tactical prowess. You would assert your tactical chops by leveraging that aspect in some sort of 'I apply tactics to this situation' check instead of practicing tactical principles yourself as a player. Now, I think it could be possible to make a FATE-based game that WAS tactical in 4e-esque kind of way. I'd have to think carefully about how that would work if I wanted to design it.
Well I assume we are talking about FATE Core, if not then we have to make allowances for all the variations of the d20 engine as well.
In FATE Core there are 3 actions...
Attack, Defend and Create Advantage. I think Attack and Defend are pretty self explanatory while Create Advatage allows you to invoke an aspect which in turn allows you to do one of 4 things...
Take a +2 on your current skill roll after you’ve rolled the dice.
Reroll all your dice.
Pass a +2 benefit to another character’s roll, if it’s reasonable that the aspect you’re invoking would be able to help.
Add +2 to any source of passive opposition, if it’s reasonable that the aspect you’re invoking could contribute to making things more difficult. You can also use this to create passive opposition at Fair (+2) if there wasn’t going to be any.
So it's the same thing you can do with an aspect. I'm sorry but in core FATE I'm just not seeing how someone who enjoys tactical play is going to find this satisfactory much less someone who's primary enjoyment is derived from it.