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<blockquote data-quote="Aldarc" data-source="post: 7447047" data-attributes="member: 5142"><p>This is an incredibly superficial reading of both Fate and 5E Inspiration. You're just repeating your "a cat is a horse because they share X features" syllogisms. I have cited mechanics. I have described what they do. If you honestly can't see the difference, then I certainly question your grasp of both Fate and 5E D&D mechanics. If you would like me to do your work and show you how Inspiration mechanics are different in their implementation, I can do that as well. I have linked before to Angry GM also detailing the mechanical deficiencies of 5e Inspiration, and I would recommend that you look that up again. </p><p></p><p>Inspiration is supposedly gained via roleplaying your Bonds/Flaws/Ideals (BFI) or "just because." Though these Bonds/Flaws/Ideals come from your Background, the rules do provide latitude to create your own or not even bothering. </p><p></p><p>What does Inspiration do? It grants advantage on a chosen roll - i.e., roll 2d20 and take the higher roll result - and that is it. Inspiration can be used on any player roll. Though Inspiration is generated from BFI, it is not spent in regards to BFI. It will often be spent on some random attack, skill, or saving throw roll that is disconnected from a character's BFI. And all they are getting is taking the highest result from 2d20. </p><p></p><p>In Fate, fate points represent a mostly closed loop of player engagement with character concepts. (Again excepting the occasional stunt or power powered by fate points.) A character gains fate points by primarily roleplaying their Trouble Aspect and accepting GM Compels based on them. They spend Fate points by invoking their Aspects. So this economy circles back to Aspects, with the Player constantly reinforcing their character concept in play by spending and gaining Fate points. </p><p></p><p>When Batman invokes his aspect "World's Greatest Detective," it's because he has seen the dice roll result and he wants that +2 bonus because he knows that if he pushes himself a little further, he will either succeed or succeed with style in his investigation of the crime scene and then he will be one step closer to solving the case. </p><p></p><p>If you would in fact go that far, then you would be making a horribly fallacious argument so I would respectfully advise you against that now so that you don't make the mistake of going that far. Because if you did what you described, you would not have Fate, which is the point. Fate is built on FUDGE - Fudge dice rolled against a ladder* - but Fate has definitely become more than simply FUDGE. Because if you removed Aspects from the game, you are left with only rolling Fudge dice against a ladder.** You have no High Concept, Trouble, or Character Aspects. You lose the Create an Advantage action. You lose almost the entirety of player engagement of the mechanics with those character concepts via Fate point interaction with aspects. You lose the narrative permissions. You lose the ability to declare story details. You lose the interaction in the scene with situation aspects. You have lost boosts. You have lost the Consequences system. You have stripped a lot of the heart and soul of Fate's play. So no, [MENTION=48965]Imaro[/MENTION], this is not the same as what I accuse 5e as being. Could I play Fate without once touching the Aspect/Fate point mechanic? Now, could I play D&D 5E without ever once touching the Inspiration mechanic. Nowhere even remotely close to being equivalent cases. </p><p></p><p>* This is as much of a system as "roll over target number with a d20". </p><p></p><p>** The skill system is not really that important for Fate. Fate Accelerated uses approaches that are about how and not what. Other Fate games such as Jadepunk, use a modified version that combines skills into Professions that you can rank. Some games of Fate forgo skills and just have you rank your aspects with a numerical value, and that is what you add to your roll. So the Aspects are clearly more crucial for running Fate than the skills. </p><p></p><p>I suspect so. Mearls and Crawford are not unaware fools when it comes to the current gaming scene. Mearls has made reference, for example, to mechanics that he would like to see in D&D from Shadows of the Demon Lord. And there is a lot of engagement of different D&D-oriented fan streams online that seem aware of the trends and paradigm shifts emergent in a lot of indie games (e.g., BitD, DW, Fate, Cypher, Tiny Dungeon, etc.). </p><p></p><p>For the record, I thought that you were clear with this point. </p><p></p><p>Honestly, for D&D I would probably prefer incorporating Dungeon World bonds over Fate's Troubles/Aspects system. If I wanted the latter, then I will just play Fate. Dungeon World at least exists as some measure of a PbtA emulation of D&D style adventures.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7447047, member: 5142"] This is an incredibly superficial reading of both Fate and 5E Inspiration. You're just repeating your "a cat is a horse because they share X features" syllogisms. I have cited mechanics. I have described what they do. If you honestly can't see the difference, then I certainly question your grasp of both Fate and 5E D&D mechanics. If you would like me to do your work and show you how Inspiration mechanics are different in their implementation, I can do that as well. I have linked before to Angry GM also detailing the mechanical deficiencies of 5e Inspiration, and I would recommend that you look that up again. Inspiration is supposedly gained via roleplaying your Bonds/Flaws/Ideals (BFI) or "just because." Though these Bonds/Flaws/Ideals come from your Background, the rules do provide latitude to create your own or not even bothering. What does Inspiration do? It grants advantage on a chosen roll - i.e., roll 2d20 and take the higher roll result - and that is it. Inspiration can be used on any player roll. Though Inspiration is generated from BFI, it is not spent in regards to BFI. It will often be spent on some random attack, skill, or saving throw roll that is disconnected from a character's BFI. And all they are getting is taking the highest result from 2d20. In Fate, fate points represent a mostly closed loop of player engagement with character concepts. (Again excepting the occasional stunt or power powered by fate points.) A character gains fate points by primarily roleplaying their Trouble Aspect and accepting GM Compels based on them. They spend Fate points by invoking their Aspects. So this economy circles back to Aspects, with the Player constantly reinforcing their character concept in play by spending and gaining Fate points. When Batman invokes his aspect "World's Greatest Detective," it's because he has seen the dice roll result and he wants that +2 bonus because he knows that if he pushes himself a little further, he will either succeed or succeed with style in his investigation of the crime scene and then he will be one step closer to solving the case. If you would in fact go that far, then you would be making a horribly fallacious argument so I would respectfully advise you against that now so that you don't make the mistake of going that far. Because if you did what you described, you would not have Fate, which is the point. Fate is built on FUDGE - Fudge dice rolled against a ladder* - but Fate has definitely become more than simply FUDGE. Because if you removed Aspects from the game, you are left with only rolling Fudge dice against a ladder.** You have no High Concept, Trouble, or Character Aspects. You lose the Create an Advantage action. You lose almost the entirety of player engagement of the mechanics with those character concepts via Fate point interaction with aspects. You lose the narrative permissions. You lose the ability to declare story details. You lose the interaction in the scene with situation aspects. You have lost boosts. You have lost the Consequences system. You have stripped a lot of the heart and soul of Fate's play. So no, [MENTION=48965]Imaro[/MENTION], this is not the same as what I accuse 5e as being. Could I play Fate without once touching the Aspect/Fate point mechanic? Now, could I play D&D 5E without ever once touching the Inspiration mechanic. Nowhere even remotely close to being equivalent cases. * This is as much of a system as "roll over target number with a d20". ** The skill system is not really that important for Fate. Fate Accelerated uses approaches that are about how and not what. Other Fate games such as Jadepunk, use a modified version that combines skills into Professions that you can rank. Some games of Fate forgo skills and just have you rank your aspects with a numerical value, and that is what you add to your roll. So the Aspects are clearly more crucial for running Fate than the skills. I suspect so. Mearls and Crawford are not unaware fools when it comes to the current gaming scene. Mearls has made reference, for example, to mechanics that he would like to see in D&D from Shadows of the Demon Lord. And there is a lot of engagement of different D&D-oriented fan streams online that seem aware of the trends and paradigm shifts emergent in a lot of indie games (e.g., BitD, DW, Fate, Cypher, Tiny Dungeon, etc.). For the record, I thought that you were clear with this point. Honestly, for D&D I would probably prefer incorporating Dungeon World bonds over Fate's Troubles/Aspects system. If I wanted the latter, then I will just play Fate. Dungeon World at least exists as some measure of a PbtA emulation of D&D style adventures. [/QUOTE]
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