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<blockquote data-quote="AbdulAlhazred" data-source="post: 7446967" data-attributes="member: 82106"><p>OK, first thing:</p><p></p><p></p><p></p><p>Note how this is stated, central character attributes. 5e's central attributes are ability scores, class, and race, and I'll throw in alignment as being pretty 'core' as well, at least by tradition. Background can be added to this in 5e. These are still a fairly restricted set of things. Character traits/goals are purely secondary in 5e, embellishing the existing picture told by your class, stats, etc. </p><p></p><p>As for uses of of aspects:</p><p></p><p></p><p>5e has a sort of an 'invocation', but it is NOT constrained by any character trait, you can spend inspiration for anything at all in 5e, but it only mechanically grants advantage, nothing else. </p><p></p><p>Invocation for effect doesn't exist in 5e at all. This is really the most core piece of FATE for Story Now.</p><p></p><p>Compel does not exist per se in 5e either. You get inspiration for 'cool stuff', but it isn't related to disadvantages, nor limited to only compelling an 'aspect' of your character. </p><p></p><p>Tag is entirely missing in 5e.</p><p></p><p>So we see that 5e actually lacks most of FATE's aspect-related mechanics and what it does have is less tied to specifics of the character.</p><p></p><p></p><p></p><p>Note how players can SET ASPECTS ON THE GAME WORLD which is completely outside of anything suggested in even optional 5e rules or discussion AFAIK. It is a significant element of FATE, again particularly as you move to hard Story Now play.</p><p></p><p>Aspects are, as seen above, also a generalized system mechanic, not something specifically tacked onto PCs uniquely. This allows the mechanic to play a much wider role in the game, particularly in genre-specific or thematic ways.</p><p></p><p>Other things:</p><p></p><p>Players can invoke ANY aspect, those on their own character, another character, the environment, etc. as long as it can be explained how it is relevant. Again, 5e just doesn't go here at all in several ways. Players can also invoke more than one aspect at a time for greater effect, given that they possess sufficient FATE points.</p><p></p><p>Compelling is a very flexible part of FATE and pretty much drives the game:</p><p></p><p></p><p>[h=3]</p><p></p><p>Are you beginning to see how central to FATE this mechanic is? Contrary to what has been stated in previous posts, FATE is NOT "a skill based game with an Insight-like mechanic tacked on." The mechanics of Invocation and Compulsion <strong>are the game</strong>. </p><p></p><p>There are in fact a bunch MORE points that could be made about aspects and other elements of FATE related to them, there are Assessments, Declarations, a whole bunch of stuff related to Tagging and setups, etc. This is not just some isolated subsystem, it is an all-pervasive mechanical framework which creates a game system.</p><p></p><p>I hope I have hereby answered some of your questions. If you are interested you can check out the aspects page of the online FATE "SRD" at <a href="http://www.faterpg.com/dl/df/aspects.html" target="_blank">http://www.faterpg.com/dl/df/aspects.html</a> It is interesting reading.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7446967, member: 82106"] OK, first thing: Note how this is stated, central character attributes. 5e's central attributes are ability scores, class, and race, and I'll throw in alignment as being pretty 'core' as well, at least by tradition. Background can be added to this in 5e. These are still a fairly restricted set of things. Character traits/goals are purely secondary in 5e, embellishing the existing picture told by your class, stats, etc. As for uses of of aspects: 5e has a sort of an 'invocation', but it is NOT constrained by any character trait, you can spend inspiration for anything at all in 5e, but it only mechanically grants advantage, nothing else. Invocation for effect doesn't exist in 5e at all. This is really the most core piece of FATE for Story Now. Compel does not exist per se in 5e either. You get inspiration for 'cool stuff', but it isn't related to disadvantages, nor limited to only compelling an 'aspect' of your character. Tag is entirely missing in 5e. So we see that 5e actually lacks most of FATE's aspect-related mechanics and what it does have is less tied to specifics of the character. Note how players can SET ASPECTS ON THE GAME WORLD which is completely outside of anything suggested in even optional 5e rules or discussion AFAIK. It is a significant element of FATE, again particularly as you move to hard Story Now play. Aspects are, as seen above, also a generalized system mechanic, not something specifically tacked onto PCs uniquely. This allows the mechanic to play a much wider role in the game, particularly in genre-specific or thematic ways. Other things: Players can invoke ANY aspect, those on their own character, another character, the environment, etc. as long as it can be explained how it is relevant. Again, 5e just doesn't go here at all in several ways. Players can also invoke more than one aspect at a time for greater effect, given that they possess sufficient FATE points. Compelling is a very flexible part of FATE and pretty much drives the game: [h=3] Are you beginning to see how central to FATE this mechanic is? Contrary to what has been stated in previous posts, FATE is NOT "a skill based game with an Insight-like mechanic tacked on." The mechanics of Invocation and Compulsion [B]are the game[/B]. There are in fact a bunch MORE points that could be made about aspects and other elements of FATE related to them, there are Assessments, Declarations, a whole bunch of stuff related to Tagging and setups, etc. This is not just some isolated subsystem, it is an all-pervasive mechanical framework which creates a game system. I hope I have hereby answered some of your questions. If you are interested you can check out the aspects page of the online FATE "SRD" at [url]http://www.faterpg.com/dl/df/aspects.html[/url] It is interesting reading. [/QUOTE]
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