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<blockquote data-quote="Imaro" data-source="post: 7449531" data-attributes="member: 48965"><p>There's the stunts which can cost FATE points to use but also the expenditure of FATE points to modify story details which also don't have to be tied to an in-game Aspect...</p><p></p><p></p><p></p><p>Well again my original contention was not that 5e can replicate FATE but that a player who enjoys storytelling/narrative elements in play can be served by this part of the D&D 5e rules. This was with the later caveat that they aren't trying to replicate a specific system (since again I would expect them to play said system) but in the situation where it is a group of players with differing desires/draws for their rpg fun trying to each find their enjoyment in a single system. It was my contention that this is a strength of more mainstream games. </p><p></p><p></p><p>''</p><p></p><p>I think we are in general agreement here, I think the matter may be getting blurred because others do seem to be arguing there is no similarity which I actually don't agree with. But taken in the context of my intital premise around a mixed group would you say that the Bonds/Ideals and Flaws along with Inspiration can give a storyteller/narrative leaning player some of what he is looking for? </p><p></p><p></p><p></p><p></p><p>But my argument was never that they were the same game... to me this seems self-evident and that is perhaps why I didn't clarify it early since I thought my original presentation of the group of mixed players was the context in which the discussion was taking place. </p><p></p><p></p><p> </p><p></p><p>Well I am speaking to FATE core and it's defaults... if not do we then consider all variations of the d20 game engine as well? The default for FATE core is skills, stunts, aspects, etc...</p><p></p><p></p><p></p><p>Can you also understand how, even from this description of FATE, someone could see skills as the main drivers and aspects simply the add-ons that modify their usage... </p><p></p><p></p><p></p><p></p><p>Yes but FATE has defaults which are assumed...and FATE Core with said defaults is a perfectly playable system. You have to create a campaign world (same as D&D) but other than that it's a complete system.</p><p></p><p></p><p></p><p>I feel like this is treading in the same water as a DM kitbashing D&D... What if any do you see as the fundamental difference?</p><p></p><p></p><p></p><p>I'll agree to disagree here since in FATE core I see the skills as more important at a practical level... but I can also see your viewpoint. That said, I just don't think I'm convinced of your viewpoint when I see an actual game of FATE being run by one of it's designers and skills are being leveraged as much if not more than aspects in play... <a href="https://www.youtube.com/watch?v=NOFXtAHg7vU" target="_blank">https://www.youtube.com/watch?v=NOFXtAHg7vU</a></p><p></p><p></p><p></p><p></p><p>Again I disagree. Now I'll admit it's a more universal game than D&D but I don't think FATE Core is incomplete or that one would be incapable of running a game using just FATE core.</p><p></p><p></p><p></p><p>These are variants though, FATE core is a playable game from the FATE rulebook. </p><p></p><p></p><p></p><p>I think 5e through it's different combat actions, different effects, more precise movement, various spells class and racial abilities for combat, etc. is by default a more tactical game than FATE where the tactical decisions seem to boil down to create an advantage (which is the same set of possible effects irregardless of what advantage is created), overcome (yes I missed this one last time) attack or defend.</p></blockquote><p></p>
[QUOTE="Imaro, post: 7449531, member: 48965"] There's the stunts which can cost FATE points to use but also the expenditure of FATE points to modify story details which also don't have to be tied to an in-game Aspect... Well again my original contention was not that 5e can replicate FATE but that a player who enjoys storytelling/narrative elements in play can be served by this part of the D&D 5e rules. This was with the later caveat that they aren't trying to replicate a specific system (since again I would expect them to play said system) but in the situation where it is a group of players with differing desires/draws for their rpg fun trying to each find their enjoyment in a single system. It was my contention that this is a strength of more mainstream games. '' I think we are in general agreement here, I think the matter may be getting blurred because others do seem to be arguing there is no similarity which I actually don't agree with. But taken in the context of my intital premise around a mixed group would you say that the Bonds/Ideals and Flaws along with Inspiration can give a storyteller/narrative leaning player some of what he is looking for? But my argument was never that they were the same game... to me this seems self-evident and that is perhaps why I didn't clarify it early since I thought my original presentation of the group of mixed players was the context in which the discussion was taking place. Well I am speaking to FATE core and it's defaults... if not do we then consider all variations of the d20 game engine as well? The default for FATE core is skills, stunts, aspects, etc... Can you also understand how, even from this description of FATE, someone could see skills as the main drivers and aspects simply the add-ons that modify their usage... Yes but FATE has defaults which are assumed...and FATE Core with said defaults is a perfectly playable system. You have to create a campaign world (same as D&D) but other than that it's a complete system. I feel like this is treading in the same water as a DM kitbashing D&D... What if any do you see as the fundamental difference? I'll agree to disagree here since in FATE core I see the skills as more important at a practical level... but I can also see your viewpoint. That said, I just don't think I'm convinced of your viewpoint when I see an actual game of FATE being run by one of it's designers and skills are being leveraged as much if not more than aspects in play... [url]https://www.youtube.com/watch?v=NOFXtAHg7vU[/url] Again I disagree. Now I'll admit it's a more universal game than D&D but I don't think FATE Core is incomplete or that one would be incapable of running a game using just FATE core. These are variants though, FATE core is a playable game from the FATE rulebook. I think 5e through it's different combat actions, different effects, more precise movement, various spells class and racial abilities for combat, etc. is by default a more tactical game than FATE where the tactical decisions seem to boil down to create an advantage (which is the same set of possible effects irregardless of what advantage is created), overcome (yes I missed this one last time) attack or defend. [/QUOTE]
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