Sorta, but it's not even across that range. The chance of rolling a +4 is 1/81, whereas the chance of rolling a nat'l 20 is more like 1/20 (well, a-duh).So considering that D&D has a "randomizer range" of 20 (1d20) and SotF/FATE has a randomizer range of 9 (+4 to -4), it seems like each unit in D&D should equal 1/2 unit in SotC, or really close there. Especially in editions earlier than 4e, where a single hit can kill you, the condition track sorta backs this up if you count each box as a unit too.
In any case, something like 65% of the rolls are between -1 and 1 in SotC. If you assume that the math should scale directly, bad things will happen, since it's just very, very hard to roll a +4, and even +2s are rare. Thus, each incremental bonus to anything is very, very precious.
Is this something you've actually done & played? How'd it work out for you?
So in this case, 1st to 2nd level should be pyramid of 1, 2 aspects, a stunt, and a single conditoin track box. For every 2 D&D levels, you increase the pyramid by 1, give another 2 aspects, another stunt, and one more condition track box. Standard SotC would be ~10th level, which sounds about right for paragon level Century Club members.
So my partial hack so far has, divide D&D level by 2, round up. Set aspects, pyramid, stunts, and condition track to this number. This is fewer aspects than standard SotC, but I also allow 2 open story aspects that you can fill in in the middle of play to reflect the current conditions of the storyline, and I also allow on the fly stunts. These aspects and stunts give are sorta the basis for what they gain as they level.
Yeah, but that wouldn't be any fun (at least for me). At that point you get _nothing_ with which to define yourself in the early levels. I mean, you could do it, but I'd never play as less than 6th level -- pick 1 skill and two aspects. Go play. I mean, it could work, but your characters would be extremely incompetent and on the whole, pretty similar. I contend it gives too little agency below level, oh, 6.
I definitely did want to peg Century Club to level 10, so I'm glad we meet back up there
Cute Have you seen the "weapons as consequences" rule? That's my personal favorite weapon model, because otherwise using anything other than the biggest weapon you can get your hands on is far deadlier than bog-standard D&D.Things get sorta wacky above 10th level for pre-4e editions, but that is when they always did, hence the E6 hack popularity. The stunts to simulate D&D spells are being worked on. I replace BAB/THACO/Fighty ability with Melee and Ranged skill, and magic ability with a magic skill and some sort of magic aspects. Weapons are bing simplified to unarmed/small/medium/two handed for -1/0/+1/+2 to hit. Armor is being simplified similarly. Magic items give aspects, but not stand alone bonuses.
Ooo. Fork a thread. Details?I am also playing with a series of free aspects and stunts that come as a package at chargen to sort of simulate class. These will be along the lines of striker/leader/controller/defender from 4e, with the stunts designed to allow eack character to pull off that role, no matter what skills are taken to support it. Something like controllers get a bonus to adding aspects to enemies, defenders get a bonus to block actions, strikers obviously do a little more damage, leaders can buff/heal in some fashion. Multiclassing is handled by taking aspects/stunts. So a paladin might be a defender, with extra aspects dedicated to religious stuff and stunts dedicated to "leader type healing ability". So it basically is classless, but there is a free package that everyone gets that simulates classes.