Aldarc
Legend
Stunts are mostly built around three ideas (though there are more):OK, maybe I have never played a FATE-based game that really used that idea. I'm understanding from what I read that these are specific 'feats' which a player has to choose when building a character (and thus generally subject to the FUDGE-derived 'you can only have so much stuff' restrictions). So maybe your Samurai dude can spend a fate point to invoke 'great kaiai' and get some cool effect. This seems like a pretty small 'hole', and depending on how the character is implemented and what the player does with it, then it is likely to be as supportive of characterization as most anything else.
(1) Add a New Action to a Skill: Use skill A instead of skill B under certain circumstances. e.g., "Backstab. You can use Stealth to make physical attacks, provided your target isn’t already aware of your presence."
(2) Add a Bonus to an Action: Usually a +2 bonus to skill action in certain circumstances (e.g., "Gain a +2 bonus to create an advantage using Lore, whenever the situation has specifically to do with the supernatural or occult.")
(3) Create a Rules Exception: You can "break" the rules. (e.g., Riposte. If you succeed with style on a Fight defense, you can choose to inflict a 2-shift hit rather than take a boost.)
Fate Point-powered stunts are rare. (Not even sure if they include an example in the book.) So almost the entirety of your fate points are spent engaging your aspects.
As an aside: I find it fascinating that 4E was criticized for just being a tactical miniatures game without any real roleplaying, but it seems that on this forum that many of the people who extol the virtues of 4E the most are story now roleplayers.Right, because it helps with "here's how I like to solve problems", which actually makes it, in a weird way, most similar to 4e skill checks! Or for those GMs which are willing to entertain it, SC situations where the player introduces some twist in the plot to explain how he used skill X to do something (4e sadly hasn't a way to regulate this, though GMs can certainly figure something out, HoML fixed that).
Correct.My reading of FATE Core is that modifying story details DOES require an Aspect. This can be against your own characters aspects, or against an aspect of another character (NPC or PC) or an aspect of the scene, including one introduced in play.
Possibly Aspects of Fantasy. It claims to offer...So really a good comparison would have to be a core system derived FROM d20 which adds in FATE-like mechanics and then uses variations on d20 plus that core for different genres. That also may exist, I don't know....
...but I have not looked into it in depth.* A streamlined version of the D20 system
* Rules for using aspects and fate points with characters, equipment, adventuring parties, and creatures
* Quick character creation rules with 8 races, 8 classes and a number of backgrounds and traits
* Rules for using fate points as a commodity to power traits and maneuvers
* Critical and fumble rules along with an easy to use skill system
* A D20 magic system that better integrates with aspects and fate points along with over 150+ spells
* Conversion information for using Aspects of Fantasy with your Pathfinder and D20 products, along with a dozen sample creatures to get you started
This has been my experience running Fate games.Well, not if they really played a FATE-based game much. They would almost immediately understand how it is the story-telling FATE point economy part of the game which drives things. If you played D&D for 10 years and then read FATE Core you might think of Aspects et al as just some minor subsystem, despite it taking up a good part of the rules, but you'd learn different after 1 day of playing SotC!
Incidentally, Fred Hicks of Evil Hat Games re-posted an old blog post on Twitter. A wee bit:
But the rest discusses the use of Approaches rather than a typical skill list.Since we released Fate Acclerated, or FAE, I’ve seen the game really divide opinions. Some folks love it to pieces, others are really put off by it, and a few people get confused about whether or not it’s Fate Core or its own thing (as evidenced by the occasional “Fate Core versus Fate Accelerated” threads I’ve seen, as if that’s actually something that should be versus).
For the record (again), FAE is Fate Core. It’s got the dials cranked in deliberately different directions than Core’s given defaults (which are suited for the Hearts of Steel sample campaign used throughout Core’s examples). Those deliberately different directions are all about speed and supporting broad flexibility across multiple, sometimes disparate, sometimes super-similar, character types. It leaves off some of the more fiddly options for Core in the interests of brevity, and it does a bit more hand-holding as far as stunt construction goes, again with the focus on speed and ease. This gives us a very slim chassis that we can use as basis for a variety of stand-alone Fate products, at around 10k-12k words instead of Core’s 80-90k. All very intentional, and by themselves, I don’t think they’re much of a departure from Core. (That’s not to say they’re departure-free, just that the deviations are minor.)