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How has D&D changed over the decades?
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<blockquote data-quote="tetrasodium" data-source="post: 8595449" data-attributes="member: 93670"><p>"expected to survive" does not require severing any risk of death & danger, In fact danger & risk of death creates story. Fate is a game almost entirely based on character & story development, combat in fate is both a vehicle for character growth through consequences and a death spiral on a rocket sled with so much pickup that there are rules for two different ways to lose a fight. Those rules are:</p><ul> <li data-xf-list-type="ul">Proactively realizing that you are a fragile human* shaped sack of meat rather than a god & <a href="https://fate-srd.com/fate-core/conceding-conflict" target="_blank">conceding the conflict</a> with a a loss you can live with. Your concede offer needs to be good enough for the opponent or they can just refuse if you aren't willing to flex in ways that are narratively interesting to their interests. <em>If </em>all you lost was stress, you get that back the next "scene" & in d&d terms that could very well be the next room in a dungeon.</li> <li data-xf-list-type="ul">Fighting to the bitter end & <a href="https://fate-srd.com/fate-core/getting-taken-out" target="_blank">getting taken out</a> or Taking on something so far above your weight class that it crushes you like a gnat. When being taken out the winner can basically do anything in their power from dark willow:bored now to taking excallibur from where it fell & walking off or almost anything in-between. An opponent taking a magic item the player had to spend "refresh" on rather than improving the character directly is a pretty serious loss too.</li> </ul><p></p><p>In addition to what is usually a 1-4 point stress track a character has the following consequence slots in roughly these amounts (it depends on a few things) & they take this long to recover</p><ul> <li data-xf-list-type="ul">2 mild consequences - You need to spend a scene that makes narrative sense recovering & make a skill check</li> <li data-xf-list-type="ul">1 moderate consequence - You need to spend an entire <em>session</em> dealing with it.</li> <li data-xf-list-type="ul">1 severe consequence - You need to wait for a significant milestone which in d&d terms is kind of like completing a major quest to <em>start</em> recovery. After you start that recovery you need to wait for a whole "scenario" to finish, which is pretty much like a full season of a tv show or the next major quest. Examples on page 163 include [ispoiler]<em>"Second-Degree Burn, Compound Fracture, Guts Hanging Out, Crippling Shame, Trauma-Induced Phobia.</em>"[/ispoiler] It's so horrible to go past here that having this used is immediate back row <em>"save me guys I can see my lung!"</em></li> <li data-xf-list-type="ul">An "Extreme consequence" that doesn't even have a box on the sheet because to take it you <em>replace</em> one of your existing character aspects with a consequence. To quote page 166 of the rulebook [ispoiler]<em>"That’s right, an extreme consequence is so serious that taking it literally changes who you are</em>. Unlike other consequences, you can’t make a recovery action to diminish an extreme consequence—<em>you’re stuck with it until your next major milestone. After that, you can rename the extreme consequence to reflect that you’re no longer vulnerable to the worst of it, as long as you don’t just switch it out for whatever your old aspect was. </em><strong><em>Taking an extreme consequence is a permanent character change; treat it as such.</em></strong><em>"</em>[/ispoiler]<em> </em>It's hard to map how long it takes to clear these to d&d terms & they might even make a character unplayable due to being bound to the ICU or something horrible like missing limbs given how many of the severe consequence examples make a lot of old school critfail tables look positively minor. Lethality risk & roots don't preclude story, they invite it when paired with the right mechanics</li> </ul><p>*or whatever</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8595449, member: 93670"] "expected to survive" does not require severing any risk of death & danger, In fact danger & risk of death creates story. Fate is a game almost entirely based on character & story development, combat in fate is both a vehicle for character growth through consequences and a death spiral on a rocket sled with so much pickup that there are rules for two different ways to lose a fight. Those rules are: [LIST] [*]Proactively realizing that you are a fragile human* shaped sack of meat rather than a god & [URL='https://fate-srd.com/fate-core/conceding-conflict']conceding the conflict[/URL] with a a loss you can live with. Your concede offer needs to be good enough for the opponent or they can just refuse if you aren't willing to flex in ways that are narratively interesting to their interests. [I]If [/I]all you lost was stress, you get that back the next "scene" & in d&d terms that could very well be the next room in a dungeon. [*]Fighting to the bitter end & [URL='https://fate-srd.com/fate-core/getting-taken-out']getting taken out[/URL] or Taking on something so far above your weight class that it crushes you like a gnat. When being taken out the winner can basically do anything in their power from dark willow:bored now to taking excallibur from where it fell & walking off or almost anything in-between. An opponent taking a magic item the player had to spend "refresh" on rather than improving the character directly is a pretty serious loss too. [/LIST] In addition to what is usually a 1-4 point stress track a character has the following consequence slots in roughly these amounts (it depends on a few things) & they take this long to recover [LIST] [*]2 mild consequences - You need to spend a scene that makes narrative sense recovering & make a skill check [*]1 moderate consequence - You need to spend an entire [I]session[/I] dealing with it. [*]1 severe consequence - You need to wait for a significant milestone which in d&d terms is kind of like completing a major quest to [I]start[/I] recovery. After you start that recovery you need to wait for a whole "scenario" to finish, which is pretty much like a full season of a tv show or the next major quest. Examples on page 163 include [ispoiler][I]"Second-Degree Burn, Compound Fracture, Guts Hanging Out, Crippling Shame, Trauma-Induced Phobia.[/I]"[/ispoiler] It's so horrible to go past here that having this used is immediate back row [I]"save me guys I can see my lung!"[/I] [*]An "Extreme consequence" that doesn't even have a box on the sheet because to take it you [I]replace[/I] one of your existing character aspects with a consequence. To quote page 166 of the rulebook [ispoiler][I]"That’s right, an extreme consequence is so serious that taking it literally changes who you are[/I]. Unlike other consequences, you can’t make a recovery action to diminish an extreme consequence—[I]you’re stuck with it until your next major milestone. After that, you can rename the extreme consequence to reflect that you’re no longer vulnerable to the worst of it, as long as you don’t just switch it out for whatever your old aspect was. [/I][B][I]Taking an extreme consequence is a permanent character change; treat it as such.[/I][/B][I]"[/I][/ispoiler][I] [/I]It's hard to map how long it takes to clear these to d&d terms & they might even make a character unplayable due to being bound to the ICU or something horrible like missing limbs given how many of the severe consequence examples make a lot of old school critfail tables look positively minor. Lethality risk & roots don't preclude story, they invite it when paired with the right mechanics [/LIST] *or whatever [/QUOTE]
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