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How is fate?
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<blockquote data-quote="Ratskinner" data-source="post: 6379979" data-attributes="member: 6688937"><p>While Fate doesn't generally use classes, there are at least two ways of creating classlike behavior that I know of. One is in the Fate system toolkit and is called Skill Modes, I believe. The other, which I saw posted recently, created a list of stunts for each class. You took a new one each time you level up. This borrowed a concept from Dungeon World, and other games of that ilk.</p><p></p><p>Magic systems in Fate can vary from incredibly flexible and lightweight (I have the wizard aspect, therefore I'm going to use magic spells to do X) to very systems as complicated and specific as the group would want to generate. My favorites, and it sounds like what you're looking for, is to use the other skills to define your capacities, and having a "wizard" aspect is simply your justification for saying that this attack with Shoot was a blast of icy energy. </p><p></p><p>Since you mentioned that you wanted to give your classes feel different in play, I will warn you that they will be a narratively different as you enforce them at the table. This is simply because Aspects in Fate depend on their interpretation at table to function. If you really push the distinctions and stereotypes of characters' high concepts, they wiil definitely be distinct. However, mechanically, all characters will function the same making the same four types of rolls with the same four results. They just have different narrative meaning, depending on the situation and aspects being invoked. Whether that is enough for you and your group is a matter of taste.</p><p></p><p>You can develop different sets of stunts for different types of characters as well. Fate calls this kind of work an "extra". Again, though, for simplicity's sake, most of these function very similarly from a dice and numbers perspective.</p><p></p><p>That being said, the only genres that give Fate hiccups are those where the characters aren't competent and proactive characters. (Not surprising, since Fate want really designed for that.) Most people find that horror and mystery are fairly awkward with Fate. The settings you mention should do fine with Fate.</p><p></p><p>I hope that helps.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6379979, member: 6688937"] While Fate doesn't generally use classes, there are at least two ways of creating classlike behavior that I know of. One is in the Fate system toolkit and is called Skill Modes, I believe. The other, which I saw posted recently, created a list of stunts for each class. You took a new one each time you level up. This borrowed a concept from Dungeon World, and other games of that ilk. Magic systems in Fate can vary from incredibly flexible and lightweight (I have the wizard aspect, therefore I'm going to use magic spells to do X) to very systems as complicated and specific as the group would want to generate. My favorites, and it sounds like what you're looking for, is to use the other skills to define your capacities, and having a "wizard" aspect is simply your justification for saying that this attack with Shoot was a blast of icy energy. Since you mentioned that you wanted to give your classes feel different in play, I will warn you that they will be a narratively different as you enforce them at the table. This is simply because Aspects in Fate depend on their interpretation at table to function. If you really push the distinctions and stereotypes of characters' high concepts, they wiil definitely be distinct. However, mechanically, all characters will function the same making the same four types of rolls with the same four results. They just have different narrative meaning, depending on the situation and aspects being invoked. Whether that is enough for you and your group is a matter of taste. You can develop different sets of stunts for different types of characters as well. Fate calls this kind of work an "extra". Again, though, for simplicity's sake, most of these function very similarly from a dice and numbers perspective. That being said, the only genres that give Fate hiccups are those where the characters aren't competent and proactive characters. (Not surprising, since Fate want really designed for that.) Most people find that horror and mystery are fairly awkward with Fate. The settings you mention should do fine with Fate. I hope that helps. [/QUOTE]
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