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<blockquote data-quote="Mercule" data-source="post: 7394116" data-attributes="member: 5100"><p>I haven't read the original Dresden Files rules, but my understanding is that it was practically impossible to play wizards and straights in the same group. I have DFA, though, and it seems playable. I think Fate Accelerated is easier to do magic in than Core because Accelerated is considerably better suited to hand waving than Core. By the time you get to "I'm being Forceful" it really doesn't matter whether the force is coming from a gun, a sword, or a spell. That's part of why I'm very good with having Accelerated in my tool belt for one-shots, but also why I'd rather go with Core for a campaign.</p><p></p><p></p><p>Personally, I'm partial to skill-based systems or to costs for magic -- or both. I think it's necessary for Eberron to have "reliable magic", since it's part of the foundation of the setting, and all. But, by saying wizards (etc.) have the option of throwing a fate/mana point for any given spell to skip the die roll and assume a +0 serves the setting quite well. After all, no one cares whether you succeeded with style for a <em>continual flame</em> spell, which is the sort of thing that actually powers the economy.</p><p></p><p>No. Where I struggle is how do you let a wizard have more than three spells when that's all the more stunts they start with (Fate characters start as "competent" not first level)? You could go the route of Mage: the Whatever or Ars Magicka and have several broad skills, but that strays too far from D&D tropes to make Eberron work, IMO. It also runs into the trouble of having a ridiculously long skill list.</p><p></p><p>I feel like I'm getting closer in refining my ideas. I've got a Favored Soul in my current D&D game who I'm actually trying to convert to Fate, tonight, for giggles. Things like metamagic aren't a big deal, other than permission to split rolls between targets. To give the sorcerous flair, I'm thinking that letting him spend physical stress boxes to add to his magic rolls is appropriate. Duplicating <em>flame bolt</em> is just saying he can use the Sorcery skill to make a ranged attack with fire -- not a big deal, at all. The <em>warding bond</em> spell he uses to bolster his Paladin sister, though, is a bit harder. I'm thinking about a stunt that would let him spend a fate point to allow his sister to send stress his way for a scene (effectively giving her two tracks). <em>Thaumaturgy</em> and <em>prestidigitation</em> are probably just permission to let him say he's using magic to do things that otherwise wouldn't have to roll dice for or invoking his "sorcerer" aspect to spend a fate point on a roll. Invisibility is just a stunt that lets him use Sorcery in place of Stealth or to spend a fate point to gain the "invisible" aspect for the scene. <em>Guidance</em> is a stunt that lets him do anything with an strong element of luck (GM call) at scale. I have no clue how to do <em>fly</em> or <em>cure wounds</em>, though.</p><p></p><p>Typing that out, it all sounds pretty solid, until I realize that it would involved something like 6-8 stunts to do. I could grant him a "package deal" of three or four of them for a cost of 2 refresh, but that doesn't totally make up the gap. And, he's just a sorcerer. Turn him into a wizard, with the vast litany of spells that entails, and it's a real puzzle. I think using the ability to swap out a stunt at a major milestone -- maybe with a perk that lets a wizard do more than one, as long as they're all "spell" stunts -- could be an effective way of replicating the spell book idea. Still, that's just another way of doing Vancian slots and it's actually fewer slots.</p><p></p><p>Clerics, I don't really care about because I've never cared for them using the same mechanic as wizards. In an Eberron campaign, I'd probably keep it because of the way divine magic is explained, in setting. For home brew, though, I'd want something different.</p><p></p><p>Edit: Tagging [MENTION=8713]Afrodyte[/MENTION] because more detail.</p></blockquote><p></p>
[QUOTE="Mercule, post: 7394116, member: 5100"] I haven't read the original Dresden Files rules, but my understanding is that it was practically impossible to play wizards and straights in the same group. I have DFA, though, and it seems playable. I think Fate Accelerated is easier to do magic in than Core because Accelerated is considerably better suited to hand waving than Core. By the time you get to "I'm being Forceful" it really doesn't matter whether the force is coming from a gun, a sword, or a spell. That's part of why I'm very good with having Accelerated in my tool belt for one-shots, but also why I'd rather go with Core for a campaign. Personally, I'm partial to skill-based systems or to costs for magic -- or both. I think it's necessary for Eberron to have "reliable magic", since it's part of the foundation of the setting, and all. But, by saying wizards (etc.) have the option of throwing a fate/mana point for any given spell to skip the die roll and assume a +0 serves the setting quite well. After all, no one cares whether you succeeded with style for a [I]continual flame[/I] spell, which is the sort of thing that actually powers the economy. No. Where I struggle is how do you let a wizard have more than three spells when that's all the more stunts they start with (Fate characters start as "competent" not first level)? You could go the route of Mage: the Whatever or Ars Magicka and have several broad skills, but that strays too far from D&D tropes to make Eberron work, IMO. It also runs into the trouble of having a ridiculously long skill list. I feel like I'm getting closer in refining my ideas. I've got a Favored Soul in my current D&D game who I'm actually trying to convert to Fate, tonight, for giggles. Things like metamagic aren't a big deal, other than permission to split rolls between targets. To give the sorcerous flair, I'm thinking that letting him spend physical stress boxes to add to his magic rolls is appropriate. Duplicating [I]flame bolt[/I] is just saying he can use the Sorcery skill to make a ranged attack with fire -- not a big deal, at all. The [I]warding bond[/I] spell he uses to bolster his Paladin sister, though, is a bit harder. I'm thinking about a stunt that would let him spend a fate point to allow his sister to send stress his way for a scene (effectively giving her two tracks). [I]Thaumaturgy[/I] and [I]prestidigitation[/I] are probably just permission to let him say he's using magic to do things that otherwise wouldn't have to roll dice for or invoking his "sorcerer" aspect to spend a fate point on a roll. Invisibility is just a stunt that lets him use Sorcery in place of Stealth or to spend a fate point to gain the "invisible" aspect for the scene. [I]Guidance[/I] is a stunt that lets him do anything with an strong element of luck (GM call) at scale. I have no clue how to do [I]fly[/I] or [I]cure wounds[/I], though. Typing that out, it all sounds pretty solid, until I realize that it would involved something like 6-8 stunts to do. I could grant him a "package deal" of three or four of them for a cost of 2 refresh, but that doesn't totally make up the gap. And, he's just a sorcerer. Turn him into a wizard, with the vast litany of spells that entails, and it's a real puzzle. I think using the ability to swap out a stunt at a major milestone -- maybe with a perk that lets a wizard do more than one, as long as they're all "spell" stunts -- could be an effective way of replicating the spell book idea. Still, that's just another way of doing Vancian slots and it's actually fewer slots. Clerics, I don't really care about because I've never cared for them using the same mechanic as wizards. In an Eberron campaign, I'd probably keep it because of the way divine magic is explained, in setting. For home brew, though, I'd want something different. Edit: Tagging [MENTION=8713]Afrodyte[/MENTION] because more detail. [/QUOTE]
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