Ovinomancer
No flips for you!
Um, no. We have a very different interpretation of the post that stated this side discussion. [MENTION=29398]Lanefan[/MENTION] brought up kitbashing, but neither AImaro or myself have, like, at all. You're smearing different lines of argument from different posters together to discredit everything.Its not a snark! It may be an amusing analogy, but nothing about it is snarky. I didn't label it 'kitbashing', the statement was made that you could just kitbash 5e and it would whatever you wanted, so why are you complaining? Then you came back with this statement you're now claiming was the original point, but that wasn't how I interpreted the discussion at all! The genesis of this was the question about why people weren't just using 5e. We answered it.
It is close, for a bit, but, yes, then it's gone because the 5e system doesn't cater to it as well or as often as Fate does. Was I not clear about that? I thought I was clear about that. I did say that FATE does it better, right -- yes, yes, I think I did say that, more than once in more than one response to you. Instead, you seem to have replaced what I actually said with some pastiche of Lanefan's comments and your own imaginings.So lets reset and answer the question AGAIN! We aren't using 5e because your milquetoast 5e version of compelling aspects is not even close to providing the kind of experience that you would get with FATE. Its that simple. I don't know how else to put it. The mechanics of 5e do not support what the mechanics of FATE support. Yes, 5e has some minor bolt-on that can do 10% of what FATE's core mechanics are. That may be fine for some people.
That wasn't the question. The question was 'what do other systems do that 5e doesn't at least touch on?' And I answered that in two ways:I'm not trying to thwart honest discussion. It just seemed like the answer to "we need a game to do what we want" was "well, D&D can do just do it!" and there was one post, which I'm sure we all read, which the gist of it was pretty much that we should all stop complaining and just slap some rule into D&D and nothing could be better. Not that I thought you were advocating that viewpoint, but I hope you can see how absurd the response was!
1) compelling aspects from FATE is in the 5e core with backgrounds, middle path adjudication, and various, in system uses of inspiration and traits, bonds, and flaws. However, 5e's version is much less robust than FATE's and if what you want is the compelling aspects part of FATE, you really should play FATE because it does this much, much better than 5e. That said, if what we're considering is play aesthetics, it pays to be fair all around -- FATE is better at this, but 5e does evoke a much weaker version of it, at least occasionally.
2) 5e SUCKS at any setting other than fantasy (and, arguably, not even all fantasy). It can't do cyberpunk, like, at all. It's iffy at best for horror (largely because all of it's mechanics cut against horror tropes). In this case, there's a clear play aesthetic that 5e just plain doesn't do that other systems can do. And not even systems tailored to other settings -- FATE, as I said, is setting agnostic. You can do cyberpunk, fantasy, urban magicians, even Star Wars with FATE just fine. It's a very robust element of that system of play.
You're back to mechanical engines instead of play aesthetics. Of course you can't play FATE with 5e -- the rules are different. But you can grab some of those things FATE does aesthetically and do them in 5e without contorting the system or kitbashing. I know this because I do it. I gave an example. Is it as good at evoking aspects as FATE is? No, which I also said. But, it does it, and I do it because it adds to my games. Having a player leverage a trait or background in an action declaration is awesome, and I like having that done. When I tempt a player with a flaw, that's great, too. However, at the end of the day, I still like D&D because we use a more tactical combat system to kill the orcs than FATE does, and that's what we play D&D for. I like being able to use the rules to evoke aspects of the players, but it's not the focus. When we want that as the focus, we'll play FATE. Just as you do because that's what you want.Our position is, afaik, that doing something FATE-like in 5e as it stands now, that would require a LOT of changes. Nobody is disputing that Inspiration exists, just that the whole structure of 5e is not really designed to support that sort of thing, and thus it wouldn't satisfy most people's needs for that type of game. This isn't a criticism of 5e either, its simply reality, it wasn't made to be that sort of game. Nobody is going to dispute your conclusion, D&D is D&D and it does D&D well. Likewise FATE is FATE and does FATE well. That's what I meant when I said you changed the terms of the discussion. We have now come full circle!![]()
I'm not saying 5e is the uber-system, it's not, at all, but it can do a few things you're not giving credit for. And that credit isn't acknowledgement that 5e is bestest, just that it has some built in features that do some things you're not acknowledging. FATE is still the boss at aspect leveraging, but 5e dabbles. What I am saying is that 5e is a broad and shallow system -- it does many things, but few (almost none) well, and certainly in any given focus there's a system out there than does it better (you don't even have to look far, quite often). But, 5e is often surprising flexible, if not very strong. The best thing that D&D does is be D&D.