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Using Fate in D20/D&D
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<blockquote data-quote="Esteban" data-source="post: 6243888" data-attributes="member: 3198"><p>I've created a game called <em>Aspects of Fantasy</em>, a roleplaying game that takes the FATE system - with its aspects, fate points and areas - and merges it with a streamlined version of D20. (Full disclosure: it's currently out on Kickstarter.) I'm looking for feedback and also curious if anyone else has brought elements of Fate into their own D&D/Pathfinder/D20 game. </p><p></p><p>Here's a couple of examples on how I'm using Fate in my D20 game: </p><p></p><ul> <li data-xf-list-type="ul">As in Fate, aspects and fate points are central to the game. Aspects are invoked by players for a bonus to a roll and compelled by the GM to inflict some sort of negative affect. Invoking and compelling is controlled through fate points. </li> <li data-xf-list-type="ul">Aspects are a great way to simulate feats, racial traits, and certain class features. Feats like 'Iron Will', 'Lightning Reflexes', 'Leadership', etc. can all be substituted with aspects that can be invoked and, in some situations, compelled. </li> <li data-xf-list-type="ul">Feats and powers that cannot be substituted with aspects - like a rogue's 'Sneak Attack' ability or the feat 'Cleave' - are known as traits and are often powered by fate points.</li> <li data-xf-list-type="ul">Alignment is easily replaced with aspects. Aspects like 'Might makes right!' and 'Rule with an Iron Fist' are much more descriptive and interesting than 'Lawful Evil'.</li> <li data-xf-list-type="ul">In most fantasy campaigns, adventuring parties take on a life of their own. They gain reputations and are often given names. In Aspects of Fantasy, a party that has been together for a short while gains aspects that can be invoked and compelled. Parties also receive their own special fate points.</li> <li data-xf-list-type="ul">Creatures and NPCs also have aspects which a GM can invoke and characters can compel. For example, a character fighting a dragon might compel a dragon’s ‘Weak Spot’ aspect to receive a bonus to hit. He might use an orc’s “Ill-disciplined” aspect to compel it to start looting or leave a battle before combat is over. </li> <li data-xf-list-type="ul">Weapons, like characters, can have aspects. This is a good way to abstractly simulate some of the advantages and disadvantages of wielding certain weapons. These aspects are added to the aspects a player already has and are generally only invoked and compelled under certain conditions. Examples include: 'Armor Piercing' and 'Sadistic'.</li> </ul><p></p><p>That's just some of the ways I've melded Fate into D20. As stated, I'm looking for feedback. If you have used Fate in your own game how did you implement? </p><p></p><p>Thanks,</p><p></p><p>-Steve Bode</p><p>Aspects of Fantasy Kickstarter (<a href="http://www.kickstarter.com/projects/1503538195/aspects-of-fantasy-a-d20-fate-fantasy-roleplaying" target="_blank">http://www.kickstarter.com/projects/1503538195/aspects-of-fantasy-a-d20-fate-fantasy-roleplaying</a>)</p></blockquote><p></p>
[QUOTE="Esteban, post: 6243888, member: 3198"] I've created a game called [I]Aspects of Fantasy[/I], a roleplaying game that takes the FATE system - with its aspects, fate points and areas - and merges it with a streamlined version of D20. (Full disclosure: it's currently out on Kickstarter.) I'm looking for feedback and also curious if anyone else has brought elements of Fate into their own D&D/Pathfinder/D20 game. Here's a couple of examples on how I'm using Fate in my D20 game: [LIST] [*]As in Fate, aspects and fate points are central to the game. Aspects are invoked by players for a bonus to a roll and compelled by the GM to inflict some sort of negative affect. Invoking and compelling is controlled through fate points. [*]Aspects are a great way to simulate feats, racial traits, and certain class features. Feats like 'Iron Will', 'Lightning Reflexes', 'Leadership', etc. can all be substituted with aspects that can be invoked and, in some situations, compelled. [*]Feats and powers that cannot be substituted with aspects - like a rogue's 'Sneak Attack' ability or the feat 'Cleave' - are known as traits and are often powered by fate points. [*]Alignment is easily replaced with aspects. Aspects like 'Might makes right!' and 'Rule with an Iron Fist' are much more descriptive and interesting than 'Lawful Evil'. [*]In most fantasy campaigns, adventuring parties take on a life of their own. They gain reputations and are often given names. In Aspects of Fantasy, a party that has been together for a short while gains aspects that can be invoked and compelled. Parties also receive their own special fate points. [*]Creatures and NPCs also have aspects which a GM can invoke and characters can compel. For example, a character fighting a dragon might compel a dragon’s ‘Weak Spot’ aspect to receive a bonus to hit. He might use an orc’s “Ill-disciplined” aspect to compel it to start looting or leave a battle before combat is over. [*]Weapons, like characters, can have aspects. This is a good way to abstractly simulate some of the advantages and disadvantages of wielding certain weapons. These aspects are added to the aspects a player already has and are generally only invoked and compelled under certain conditions. Examples include: 'Armor Piercing' and 'Sadistic'. [/LIST] That's just some of the ways I've melded Fate into D20. As stated, I'm looking for feedback. If you have used Fate in your own game how did you implement? Thanks, -Steve Bode Aspects of Fantasy Kickstarter ([url]http://www.kickstarter.com/projects/1503538195/aspects-of-fantasy-a-d20-fate-fantasy-roleplaying[/url]) [/QUOTE]
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