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Porting FATE Aspects into 4th Edition

ender_wiggin

First Post
Has anyone had experience porting Aspects into 4th edition?

I suppose one just make the Aspect system sit on top of 4th editions rules, but I would really like to integrate the two a bit -- perhaps make Fate points replace one of the more "superfluous" (ie commonly house ruled) mechanics of 4th edition -- XP, milestones, or action points.

If anyone has experience or ideas with this please let me know.
 

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I've tried it, but with weak success. I have one player who's really into the concept as a whole, another who reaches for Aspects when he needs another +2 but seldom comes up with a good fit, a couple who've come up with Aspects for their characters but have barely used them, and one who hasn't even bothered making Aspects.

It doesn't help that I find it difficult to keep track of Compel opportunities and scene Aspects on top of everything else I need to juggle as DM. In Spirit of the Century it's one thing, since that's the heart of the game. But here, as a bolt-on, it's difficult to keep in the forefront of my mind. It's exacerbated by the fact of this being an online game with Maptool, where there's no good place to put the Aspects for everyone to see.

I may float the idea with my face-to-face group to see if it's easier to manage there, but thus far it's been a fizzle.
 

Yeah I foresee without linking the two mechanically, there won't be much incentive to use the aspect system since there's so much going on already with 4E rules.

The challenge of integration is that I don't want it to overpower 4E, but I want them to be significant.
 

I know I'm re-animating an old conversation, but I've recently purchased and read through the Dresden Files RPG, and I'm completely taken with the idea of trying to bring the aspect system into 4e. I've found a couple of posts online that present options, but not I'm particularly happy with.

One concern is the problem with bolting one more commodity onto a system that already requires a lot of resource tracking.

The idea I'm kicking around right now is to use Healing Surges in place of Fate Points. That associates the system with an economy that already exists in the game -- a plentiful resource that the PCs will nevertheless be careful how they use. I also like the idea that things like resisting your base nature will be more difficult when you're low on surges (you can't afford to buy off a compel).

What do you guys think?

-rg
 

I don't think aspects work in D&D (after trying it), unless the DM is strict about what they are. Otherwise, the players will pick only rules related aspects and force them into play whenever possible. The people who picked aspects that can come up in combat, or almost always in skill challenges if that's your thing, will come out on top.

I haven't tried it, but I recommend using motivations and maybe even flaws from hollow earth expedition. You get points for roleplaying being motivated by Greed, or Honor, for example, and they're all pretty much independent of Combat and Skills. In other words you can bring in your motivations in nearly any scenario, but trying to bring in aspects while playing D&D just feels forced.
 

See, that problem with balance is one of the reasons I like the idea of tying the use of aspects to healing surges (instead of a new currency not part of 4e already).

A PC that has aspects that are useful in combat will burn through his healing surges doing so -- which may be a big problem a few encounters later.

The idea of using aspects, though, presupposes a game that is not heavily devoted to combat, at the expense of other types of interaction. To be honest, the game group I am in right now is used to low RP high combat play, and I'm looking for ways to move the needle in the other direction. Knowing my guys, there needs to be some sort of system. I can't just ask them to care about the campaign story without giving them a way to "game" it. The give and take of these FATE aspects seems like a great way to do that.

Eg
 


Understood.

As far as gaming it, you just need an aspect that can come up often but won't hurt the PC when it's compelled that much. Like the Half-orc who has the aspect Loud-mouthed, or the Cleric who doesn't kill. Then a combat aspect. Not to mention the characters who don't use that many healing surges in the back line. Makes it better for them but worse for the front line.

Then again, that's what my group, also high combat low RP would do. I would still give it a try just in case in works.
 

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