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Mapping Fate Character Aspects onto D&D
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<blockquote data-quote="Fenris-77" data-source="post: 7958064" data-attributes="member: 6993955"><p>My problem with systems like the one above is that I feel they are too dense. For most people there's going to be some lag while they figure out the formula of points/action. I would vastly prefer to avoid needing to take that second to think in a key dramatic moment. So I'd probably favor some strong, cool effect off a very short list. As an example, if that list is advantage/reroll/flashback/effect then no one has to think about it and the drama flows on uninterrupted. That would be my pick anyway - the easier it is to remember to more likely players are to use it.</p><p></p><p>I also favor immediate help in the right moment over things like resource renewal. I want the point spend to directly help, not regain you something that might help. It might seem like a bit of a quibble, but I think it matters from a narrative standpoint.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7958064, member: 6993955"] My problem with systems like the one above is that I feel they are too dense. For most people there's going to be some lag while they figure out the formula of points/action. I would vastly prefer to avoid needing to take that second to think in a key dramatic moment. So I'd probably favor some strong, cool effect off a very short list. As an example, if that list is advantage/reroll/flashback/effect then no one has to think about it and the drama flows on uninterrupted. That would be my pick anyway - the easier it is to remember to more likely players are to use it. I also favor immediate help in the right moment over things like resource renewal. I want the point spend to directly help, not regain you something that might help. It might seem like a bit of a quibble, but I think it matters from a narrative standpoint. [/QUOTE]
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