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The Pride Of Blue Rose
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<blockquote data-quote="pemerton" data-source="post: 7719004" data-attributes="member: 42582"><p>I don't understand what distinction you are drawing.</p><p></p><p>In D&D, the monk focuses his/her chi - the player spends a ki point. This can't be done every time - it's a limited resource.</p><p></p><p>In Fate, the monk focuses his/her chi - the player spends a fate point to activate the Master of Chi aspect. This can't be done every time - it's a limited resource.</p><p></p><p>The same parallel obtains in respect of the D&D barbarian and the rage power, and the Fate "barbarian" and the Primal Fury aspect.</p><p></p><p>What's the difference that you're seeing?</p><p></p><p>I don't care what RPGs you play.</p><p></p><p>My point is that a player could be playing his/her monk in Fate and be having <em>exactly the same experience</em> that you have playing your 3E barbarian or your 5e monk. Because there is nothing about player expenditure of fate points to augment an action that requires them to be understood as anything but a manifestation of the character <em>trying with great determination</em>.</p><p></p><p>The basic logic of this is not wildly different from "XP for RP", except that (i) what counts as the relevant RP is generally less contentious at the table, (ii) the reward cycle happens on a much tighter timeline and (iii) the reward is a one-off buff rather than a permanent boost in power.</p><p></p><p>EDIT:</p><p></p><p>For what it's worth, I've never played FATE and I don't regard it as particularly "narrativistic" in any sense of that term I'm familiar with. I see it as a character concept/world concept driven game, much like AD&D 2nd ed (say) aspires to be but with the mechanics to more reliably deliver.</p><p></p><p>The only game I play that has (literal) fate points is Burning Wheel. They are earned mostly for various sorts of RPG choices, and are spent mostly to boost rolls.</p><p></p><p>4e doesn't have fate points - instead it has various sorts of rationed powers and abilities to model luck, trying hard, etc.</p><p></p><p>MHRP uses "plot points" but these aren't earned for RP choices, they accrue based on dice rolls and are spent to manipulate the dice pool.</p><p></p><p>The most immersive of these games, for me, is BW. It pushes the player harder than other RPG I've played, by pushing the character hard in respect of all the things the character cares about. It's quite intense.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7719004, member: 42582"] I don't understand what distinction you are drawing. In D&D, the monk focuses his/her chi - the player spends a ki point. This can't be done every time - it's a limited resource. In Fate, the monk focuses his/her chi - the player spends a fate point to activate the Master of Chi aspect. This can't be done every time - it's a limited resource. The same parallel obtains in respect of the D&D barbarian and the rage power, and the Fate "barbarian" and the Primal Fury aspect. What's the difference that you're seeing? I don't care what RPGs you play. My point is that a player could be playing his/her monk in Fate and be having [I]exactly the same experience[/I] that you have playing your 3E barbarian or your 5e monk. Because there is nothing about player expenditure of fate points to augment an action that requires them to be understood as anything but a manifestation of the character [I]trying with great determination[/I]. The basic logic of this is not wildly different from "XP for RP", except that (i) what counts as the relevant RP is generally less contentious at the table, (ii) the reward cycle happens on a much tighter timeline and (iii) the reward is a one-off buff rather than a permanent boost in power. EDIT: For what it's worth, I've never played FATE and I don't regard it as particularly "narrativistic" in any sense of that term I'm familiar with. I see it as a character concept/world concept driven game, much like AD&D 2nd ed (say) aspires to be but with the mechanics to more reliably deliver. The only game I play that has (literal) fate points is Burning Wheel. They are earned mostly for various sorts of RPG choices, and are spent mostly to boost rolls. 4e doesn't have fate points - instead it has various sorts of rationed powers and abilities to model luck, trying hard, etc. MHRP uses "plot points" but these aren't earned for RP choices, they accrue based on dice rolls and are spent to manipulate the dice pool. The most immersive of these games, for me, is BW. It pushes the player harder than other RPG I've played, by pushing the character hard in respect of all the things the character cares about. It's quite intense. [/QUOTE]
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