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<blockquote data-quote="The Crimson Binome" data-source="post: 7346383" data-attributes="member: 6775031"><p>You only get a fate point if accepting the compel causes trouble in some way; i.e. if doing the thing would be a bad idea. You don't get any points for accepting a compel where nothing bad could come from it. The rules are pretty explicit about that.</p><p>D&D has traditionally had paladin and cleric powers be contingent upon following the ideals of the religion, because that power was only ever a gift in the first place, so of course they can take it back if you're abusing it. It doesn't make <em>as much</em> sense for the magnitude of the benefit to scale directly with the amount of trouble it causes you, and it stops making any sense at all for other sorts of classes.</p><p></p><p>What FATE and this proposed house rule both correctly recognize is that there's no reason to play a flawed hero who makes mistakes in most games. (Which seems like an obvious truism to me, but which FATE sees as a problem with those games, which it then goes out of its way to correct as hard as it can.) What this proposed house rule further notes is that, due to things like Bounded Accuracy and the point-buy system for stats, it's impossible to make a character who is actually flawed in any way whatsoever in 5E. (Most games have mechanics where you are forced to have some deficiencies in order to balance against your strengths; 5E characters <em>only</em> have strengths, and areas where they are slightly-less-strong-but-can-still-probably-succeed-if-they-really-need-to.)</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7346383, member: 6775031"] You only get a fate point if accepting the compel causes trouble in some way; i.e. if doing the thing would be a bad idea. You don't get any points for accepting a compel where nothing bad could come from it. The rules are pretty explicit about that. D&D has traditionally had paladin and cleric powers be contingent upon following the ideals of the religion, because that power was only ever a gift in the first place, so of course they can take it back if you're abusing it. It doesn't make [I]as much[/I] sense for the magnitude of the benefit to scale directly with the amount of trouble it causes you, and it stops making any sense at all for other sorts of classes. What FATE and this proposed house rule both correctly recognize is that there's no reason to play a flawed hero who makes mistakes in most games. (Which seems like an obvious truism to me, but which FATE sees as a problem with those games, which it then goes out of its way to correct as hard as it can.) What this proposed house rule further notes is that, due to things like Bounded Accuracy and the point-buy system for stats, it's impossible to make a character who is actually flawed in any way whatsoever in 5E. (Most games have mechanics where you are forced to have some deficiencies in order to balance against your strengths; 5E characters [I]only[/I] have strengths, and areas where they are slightly-less-strong-but-can-still-probably-succeed-if-they-really-need-to.) [/QUOTE]
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