Aldarc
Legend
I already did this. So from what I gather from the clarity you shed below, it means "you must be high for this argument to work..."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...
I would say creating Bonds, Flaws, and Ideals do not do the same. Let's go back to something that I quoted earlier that talks "at a high level" what aspects do: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...).
Maybe BFIs touch lightly on the first if one is generous here, but they do nothing in regards to the second.In Fate, aspects do two major things: they tell you what’s important about the game, and they help you decide when to use the mechanics.
I'm not asking you to read my posts at a high level, but I would appreciate if you read them on some level. If you did, then you would have seen where I established this point. So I am not sure what position you have debunked. But aspects do constitute three-quarters of uses, with powering stunts being the other. I would estimate that players engage with the aspects/fate economy 95 percent of the time, because we are talking about a rare special case of powerful stunts.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,
Yeah, and I think this is the wrong way to read this at a high level. I don't think that the "can/could" leads to meaningful statements here, and such formulations open the floodgates for some absurd" high level" comparisons. (E.g., a brick can be used to strike repeated blows on nails to drive them into a surface; ergo, bricks serve a similar function as a hammer.) Here is how I would see the "what" differently here, and this leans on your first formulation which erred closer to the mark: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.
Fate: Character aspects are the primary way you gain Fate points, and you primarily spend Fate points when your aspects may help you.
D&D 5E: Character BFIs are the primary way you gain Inspiration, but you primarily spend Inspiration whenever you want on things other than your Character BFIs.
Wrong again, but I have already explained how before, and I don't think that it would be polite for you to expect me to explain it again when it's available for you to read.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...
This again is an incredibly superficial reading of both, and it's difficult to see much value in "high level" interpretations if these are the results of such analyses. Much like with "can" before, "influence the game" is applied to liberally that it is virtually meaningless. Is this really how "high level" analyses work for you? Render something to the point of insipid meaninglessness so as to make false equivalent statements?FATE Points...
They influence the game... Inspiration does the same.
Fate points influence the game. Spells do the same. Fate points influence the game. Attack rolls do the same. Fate points influence the game. As it turns out, mechanics and agents influence the game.
I don't think that you have. You have made broad, generic statements and applied superficial analyses. You have not demonstrated or articulated the function of these game mechanics in their respective systems apart from saying that they are the same or similar.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.
Love how the bold stops right before the BUT.I'll just leave this tidbit from wikipedia and let everyone draw their own conclusions.
Several points here. I would argue that skills are not about how you perform any action, but instead reflect the nature of the action, the what. The contextual mode for "how" occurs in the four possible actions: overcome, attack, defend, and create an advantage. Because you can use, for example, the Provoke skill to Overcome an obstacle, make a mental Attack, or to Create an Advantage. It depends on the circumstances of the fiction.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.
Two, Fate Accelerated kinda throws a huge wrench into this argument as well because it uses Approaches rather than Skills. Skills are about "what," whereas Approaches are about "how."
Three, if you read the Fate System Toolkit - also available to read for free on the Fate SRD - then it provides alternative skill systems including, Aspects only. You will still associate the Aspects with a numerical bonus, but that still is removing a skill list. See Three Rocketeers for one version of this. I vaguely recall that Shadowcraft may be another skill-less Fate game.
There are four actions. You even quoted the Fate SRD above where it says that there are four actions, and it even lists them: Attack, Defend, Overcome, and Create an Advantage.In FATE Core there are 3 actions...
I must not exist then. IMHO, you are missing a HUGE element of the game: the primacy of the fiction. Aspects are always true and they are a tangible piece of that fiction that the PCs and NPCs can interact with. When you use Create an Advantage to create and invoke the aspect "knocked prone," then the enemy is knocked prone. And they have to spend an action to clear that aspect, equivalent to attempting to stand. You can use Create an Advantage to set up your attacks and defense so that you get a bonus to your attack (and damage) on the foe who is knocked prone. Create an Advantage "I have the high ground, Anakin." Create an Advantage "Stunned Against the Wall." You can do this using different skills depending upon the situation. And so on. You could take nearly every single detailed rule from the 3.X PHB that confers tactical fun and now condense that into "Create an Advantage." But without the, "I darn, I only have a 10 Int so I can't pick up the Expertise feat and then get the Trip feat."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.
I often find myself playing tactically in my D&D groups, so take it from me when I say that I absolutely love how empowered I find myself when using this system for my own tactical-minded play. But I have seen other super tactical players from D&D who need rules telling them what they can do find themselves tactically stumped by Fate, and I have seen non-tactical D&D players - once the grasp Create an Advantage - suddenly take off the gloves and become fierce tactical beasts. But the tactical play of Fate is rooted in the fiction first use of the mechanics.