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Removing INT, replacing it with?
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<blockquote data-quote="DEFCON 1" data-source="post: 8522131" data-attributes="member: 7006"><p>Heck... why not try the Fate Accelerated route where you don't have numbers for actual Abilities at all, but instead have numbers for your method for accomplishing what you're trying to do? Rather than Abilities, FAE calls them your Approaches. And depending on how you are trying to do something will dictate which Approach you will use.</p><p></p><ul> <li data-xf-list-type="ul"><strong>Careful</strong>: A Careful action is when you pay close attention to detail and take your time to do the job right. Lining up a long-range arrow shot. Attentively standing watch. Disarming a bank’s alarm system.</li> <li data-xf-list-type="ul"><strong>Clever</strong>: A Clever action requires that you think fast, solve problems, or account for complex variables. Finding the weakness in an enemy swordsman’s style. Finding the weak point in a fortress wall. Fixing a computer.</li> <li data-xf-list-type="ul"><strong>Flashy</strong>: A Flashy action draws attention to you; it’s full of style and panache. Delivering an inspiring speech to your army. Embarrassing your opponent in a duel. Producing a magical fireworks display.</li> <li data-xf-list-type="ul"><strong>Forceful</strong>: A Forceful action isn’t subtle—it’s brute strength. Wrestling a bear. Staring down a thug. Casting a big, powerful magic spell.</li> <li data-xf-list-type="ul"><strong>Quick</strong>: A Quick action requires that you move quickly and with dexterity. Dodging an arrow. Getting in the first punch. Disarming a bomb as it ticks 3… 2… 1…</li> <li data-xf-list-type="ul"><strong>Sneaky</strong>: A Sneaky action is done with an emphasis on misdirection, stealth, or deceit. Talking your way out of getting arrested. Picking a pocket. Feinting in a sword fight.</li> </ul><p></p><p>Adapted to D&D, your PC will have the same 3-18 scores and same modifiers for their Approaches based on their stylistic preferences on accomplishing actions, and you'd still have Skills like normal to add your prof bonus on top of them. Then based on what your PC is trying to do and how they are trying to do it, that will tell the DM which Approach you roll and whether or not you add your Skill prof bonus. Now yes, more often than not the players will choose their Approaches for actions based on what they are best at... but that just means if rolls fail, the results that come out of it will be based on how they tried to do it. If your PC does most actions Flashy... the reactions of the people around you when you succeed or mess up will be much different than if you do things Carefully.</p><p></p><p>In a lot of ways... this basically makes the 'Alternative Ability Score' game variant more up front. Rather than trying to Intimidate and asking (or the DM deciding) to use STR rather than CHA... you now can make that choice straight away when you do it-- Intimidate Forcefully or Cleverly depending on how you do it.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8522131, member: 7006"] Heck... why not try the Fate Accelerated route where you don't have numbers for actual Abilities at all, but instead have numbers for your method for accomplishing what you're trying to do? Rather than Abilities, FAE calls them your Approaches. And depending on how you are trying to do something will dictate which Approach you will use. [LIST] [*][B]Careful[/B]: A Careful action is when you pay close attention to detail and take your time to do the job right. Lining up a long-range arrow shot. Attentively standing watch. Disarming a bank’s alarm system. [*][B]Clever[/B]: A Clever action requires that you think fast, solve problems, or account for complex variables. Finding the weakness in an enemy swordsman’s style. Finding the weak point in a fortress wall. Fixing a computer. [*][B]Flashy[/B]: A Flashy action draws attention to you; it’s full of style and panache. Delivering an inspiring speech to your army. Embarrassing your opponent in a duel. Producing a magical fireworks display. [*][B]Forceful[/B]: A Forceful action isn’t subtle—it’s brute strength. Wrestling a bear. Staring down a thug. Casting a big, powerful magic spell. [*][B]Quick[/B]: A Quick action requires that you move quickly and with dexterity. Dodging an arrow. Getting in the first punch. Disarming a bomb as it ticks 3… 2… 1… [*][B]Sneaky[/B]: A Sneaky action is done with an emphasis on misdirection, stealth, or deceit. Talking your way out of getting arrested. Picking a pocket. Feinting in a sword fight. [/LIST] Adapted to D&D, your PC will have the same 3-18 scores and same modifiers for their Approaches based on their stylistic preferences on accomplishing actions, and you'd still have Skills like normal to add your prof bonus on top of them. Then based on what your PC is trying to do and how they are trying to do it, that will tell the DM which Approach you roll and whether or not you add your Skill prof bonus. Now yes, more often than not the players will choose their Approaches for actions based on what they are best at... but that just means if rolls fail, the results that come out of it will be based on how they tried to do it. If your PC does most actions Flashy... the reactions of the people around you when you succeed or mess up will be much different than if you do things Carefully. In a lot of ways... this basically makes the 'Alternative Ability Score' game variant more up front. Rather than trying to Intimidate and asking (or the DM deciding) to use STR rather than CHA... you now can make that choice straight away when you do it-- Intimidate Forcefully or Cleverly depending on how you do it. [/QUOTE]
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