But, neither of us can really go for that argument, since the alternative means both death spirals, and undue limitations on what can do damage and what can restore hps.
I mentioned it because it seems to me an argument of some merit, even if I myself wouldn't make it. It is a valid thing for someone to say.
I presented the second argument, as it is more akin to what I actually believe. No one game does everything well. So long as we can accept that, failing to do a thing well is not necessarily a failing in the game. My hammer doesn't drive screws well, but it is still an excellent hammer. Sometimes, if I really want something, I must choose the right tool for the job, and D&D is not always the right too. I love D&D, and I'm still okay with that

FATE's 'consequences' are intriguing and cinematic. The group I'm playing Dresden Files with - including the GM - are really having trouble wrapping our heads around the mechanics of it though. We puzzle it out each time someone gets hurt, but it doesn't stick.![]()
I can take a stab at explaining them (they might be elucidating for the thread, in general), if you think it might help.
Maybe I'm just used to the advancement in Hero and Storyteller, but a gentler slope on that long road of character power gain doesn't seem to hurt.
Well, that's a playstyle thing. Some folks like that sort of thing, other don't. Plus, at least with Storyteller, I've found that advancement is variable depending on player choice - if a player focuses on their core competency (or even just on the supernatural abilities available to their type), then advancement can be pretty quick. If, however, you spread out a lot among the supernatural powers, stats, and skills, advancement can be pretty slow.