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What is *worldbuilding* for?
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<blockquote data-quote="Imaro" data-source="post: 7446436" data-attributes="member: 48965"><p>I'm not sure I would agree when using optional in the way 5e uses it... feats, multi-classing, etc. are all technically optional. That said I'm not sure a rules being called out as optional necessarily leads to your conclusion that... it was a secondary consideration, there are other reasons to make a rule optional. </p><p></p><p></p><p></p><p>This is an interesting assertion seeing as mechanically, at it's core, FATE is a pretty generic system based around skills (D&D has these) that are rolled against a GM set difficulty that must be beat for success... and stunts (D&D has a similar mechanic in feats). Outside of this we have Aspects, which as much as it seems to be ruffling some feathers are at their most basic level character descriptors (around beliefs, relationships, problems, etc.) which D&D 5e also contains in the form of Ideals, Bonds, Flaws etc. that the player or GM can draw on for roleplay in order to get a bonus fo some type to a roll (Compel in FATE/Inspiration in 5e). </p><p></p><p></p><p></p><p>Correct me if I'm wrong but this isn't an actual mechanic it's GM'ing procedures which, at least going by some of [MENTION=42582]pemerton[/MENTION]'s posts can be used in nearly any system if that;s how the GM enjoys running his game.</p><p></p><p></p><p></p><p>So is it that you feel the advice for running a game like this is lacking in D&D because none of what you've described above is determined by actual mechanics...</p><p></p><p></p><p></p><p>Ok well I'm moderately familiar with FATE and I'm not seeing how 5e can't approximate (note I didn't and have never claimed it could replicate in exacting detail) the same experience FATE does with Aspects using the Inspiration mechanics and the descriptors in the game for those players at the table who are interested in this type of play. Also I would note Inspiration isn't an optional rule, at least no more optional than anything else in the D&D 5e PHB... the optional rules are the different ways you could use it that are in the DMG, While unnecessary to get the baseline experience for a D&D player wanting a more narrative feel to their game... I do think these optional rules push the mechanic in a direction that can give gamers looking for a deeper experience more depth or nuance in how inspiration is used.</p></blockquote><p></p>
[QUOTE="Imaro, post: 7446436, member: 48965"] I'm not sure I would agree when using optional in the way 5e uses it... feats, multi-classing, etc. are all technically optional. That said I'm not sure a rules being called out as optional necessarily leads to your conclusion that... it was a secondary consideration, there are other reasons to make a rule optional. This is an interesting assertion seeing as mechanically, at it's core, FATE is a pretty generic system based around skills (D&D has these) that are rolled against a GM set difficulty that must be beat for success... and stunts (D&D has a similar mechanic in feats). Outside of this we have Aspects, which as much as it seems to be ruffling some feathers are at their most basic level character descriptors (around beliefs, relationships, problems, etc.) which D&D 5e also contains in the form of Ideals, Bonds, Flaws etc. that the player or GM can draw on for roleplay in order to get a bonus fo some type to a roll (Compel in FATE/Inspiration in 5e). Correct me if I'm wrong but this isn't an actual mechanic it's GM'ing procedures which, at least going by some of [MENTION=42582]pemerton[/MENTION]'s posts can be used in nearly any system if that;s how the GM enjoys running his game. So is it that you feel the advice for running a game like this is lacking in D&D because none of what you've described above is determined by actual mechanics... Ok well I'm moderately familiar with FATE and I'm not seeing how 5e can't approximate (note I didn't and have never claimed it could replicate in exacting detail) the same experience FATE does with Aspects using the Inspiration mechanics and the descriptors in the game for those players at the table who are interested in this type of play. Also I would note Inspiration isn't an optional rule, at least no more optional than anything else in the D&D 5e PHB... the optional rules are the different ways you could use it that are in the DMG, While unnecessary to get the baseline experience for a D&D player wanting a more narrative feel to their game... I do think these optional rules push the mechanic in a direction that can give gamers looking for a deeper experience more depth or nuance in how inspiration is used. [/QUOTE]
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