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<blockquote data-quote="tetrasodium" data-source="post: 8172340" data-attributes="member: 93670"><p>aspects are not <em>just </em>flourish as interacting with the environment changes it if not <a href="https://fate-srd.com/fate-core/fate-points#declaring-a-story-detail" target="_blank">creating things outright</a>. Take this simple example from fate commonly used to illustrate a few things.</p><ul> <li data-xf-list-type="ul"><strong>A</strong>Players get in a fight with some bad guys while looking for a macguffin.</li> <li data-xf-list-type="ul"><strong>B</strong>Fire gets started during the fight allowing the bad guy to get away while everyone focuses on putting out the fire so they don't wind up destroying the macguffin in the burning building</li> <li data-xf-list-type="ul"><strong>C</strong>players declare a maid/janitor/etc left behind a mop bucket of water & use that to help them put out the fire</li> <li data-xf-list-type="ul"><strong>D</strong>Players think they have the bad guys cornered later </li> <li data-xf-list-type="ul"><strong>E</strong>bad guys duck around the corner and emerge with the maid/janitor/etc the playas a hostage by tagging the aspect the players made to create the maid/janitor/etc</li> </ul><p>D&d lacks the ability to <a href="https://fate-srd.com/fate-core/invoking-compelling-aspects#compelling-aspects" target="_blank">compel</a> aspects against someone making it even worse & if you add compels it's even worse because every ability magic item & spell in 5e assumes both a much more top down gm to players concrete world than the fuzzy one aspects create.</p><p></p><p>Yes that rule I pointed out is from 3.5, wotc wrote 5e in such a way that it goes out of it's way to just say </p><p>[spoiler="this"][ATTACH=full]131290[/ATTACH]</p><p>[/spoiler]</p><p>is silly & creates a huge mess but some of the problematic aspects can be resolved by using the old flanking/AoO rules if not for 5e going out of it's way to make doing that difficult rather than just a one sentence "you could ignore these rules if you want."</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8172340, member: 93670"] aspects are not [I]just [/I]flourish as interacting with the environment changes it if not [URL='https://fate-srd.com/fate-core/fate-points#declaring-a-story-detail']creating things outright[/URL]. Take this simple example from fate commonly used to illustrate a few things. [LIST] [*][B]A[/B]Players get in a fight with some bad guys while looking for a macguffin. [*][B]B[/B]Fire gets started during the fight allowing the bad guy to get away while everyone focuses on putting out the fire so they don't wind up destroying the macguffin in the burning building [*][B]C[/B]players declare a maid/janitor/etc left behind a mop bucket of water & use that to help them put out the fire [*][B]D[/B]Players think they have the bad guys cornered later [*][B]E[/B]bad guys duck around the corner and emerge with the maid/janitor/etc the playas a hostage by tagging the aspect the players made to create the maid/janitor/etc [/LIST] D&d lacks the ability to [URL='https://fate-srd.com/fate-core/invoking-compelling-aspects#compelling-aspects']compel[/URL] aspects against someone making it even worse & if you add compels it's even worse because every ability magic item & spell in 5e assumes both a much more top down gm to players concrete world than the fuzzy one aspects create. Yes that rule I pointed out is from 3.5, wotc wrote 5e in such a way that it goes out of it's way to just say [spoiler="this"][ATTACH type="full"]131290[/ATTACH] [/spoiler] is silly & creates a huge mess but some of the problematic aspects can be resolved by using the old flanking/AoO rules if not for 5e going out of it's way to make doing that difficult rather than just a one sentence "you could ignore these rules if you want." [/QUOTE]
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