Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Imaro" data-source="post: 7451406" data-attributes="member: 48965"><p>Ah, you are correct, my bad.</p><p></p><p></p><p></p><p></p><p>I'll agree that this particular use of personality traits is limited in depth insofar as it's effects mechanically on the game go (and I think this would be a positive in the situation I presented where it is a single player in a group who enjoys this type of experience vs. the entire group)... but 5e gives other options that tie a character's personality traits as well as their ideal/flaw and bonds into the game with more mechanical heft. If a player and DM are looking for more heft then I would point them to the Personality Trait Proficiency optional rules which ties there proficiency bonus to their personality traits & their ideals, bonds and flaws. This would be more in line with a group whose main focus is on this type of game. </p><p></p><p></p><p></p><p></p><p>But if you wanted more why didn't you engage with it more? Did you need the game to force you to engage with something you were looking for? OAN I would suggest you try out the optional rules above, they may give you more focus and mechanical heft when it comes to these.</p><p></p><p></p><p></p><p>Well I actually think it's possible to get a close and similar experience with just the rules in the DMG... but I'm also getting the feel that if something is optional in 5e (though we are discussing numerous FATE options) it's auto-discarded by some of the posters in this discussion... irregardless of it's actual merits because... well... optional...<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> </p><p></p><p> </p><p></p><p>But I posted a game run by the co creator of the game... I wouldn't say this is an apt description of how that game went. Do you believe he was running FATE incorrectly? Me personally I'm not so sure. I ran FATE Kerberos club and it was pretty similar to how his game played out. Yes we used Aspects but we used our skills, stunts and superpowers more.</p><p></p><p></p><p></p><p>Well the video I posted was run using just FATE core... </p><p></p><p></p><p></p><p></p><p>No I think FATE Core is fine since we all have access to the SRD online.</p><p></p><p></p><p></p><p>So we have an actual play... run by one of the designers which leans heavily on skills and less often on aspects... My takeaway from that is it shows that Aspects don't have to be as integral (though I do agree they are important) to the play of the game as they might seem to some... </p><p></p><p>My other takeaway is that a particular group can choose to make Aspects the focal point of play in the same way that a group playing 5e could make personality traits, ideals/flaws/bonds the focus of play. </p><p></p><p></p><p></p><p></p><p>I'm still failing to see how FATE doesn't provide you with a complete game. Yes you have to make decisions around the rules and game setting...the same way a GM has to decide if Feats are available, multiclassing is allowed and if you're playing in the Forgotten Realms or somewhere else in D&D.</p></blockquote><p></p>
[QUOTE="Imaro, post: 7451406, member: 48965"] Ah, you are correct, my bad. I'll agree that this particular use of personality traits is limited in depth insofar as it's effects mechanically on the game go (and I think this would be a positive in the situation I presented where it is a single player in a group who enjoys this type of experience vs. the entire group)... but 5e gives other options that tie a character's personality traits as well as their ideal/flaw and bonds into the game with more mechanical heft. If a player and DM are looking for more heft then I would point them to the Personality Trait Proficiency optional rules which ties there proficiency bonus to their personality traits & their ideals, bonds and flaws. This would be more in line with a group whose main focus is on this type of game. But if you wanted more why didn't you engage with it more? Did you need the game to force you to engage with something you were looking for? OAN I would suggest you try out the optional rules above, they may give you more focus and mechanical heft when it comes to these. Well I actually think it's possible to get a close and similar experience with just the rules in the DMG... but I'm also getting the feel that if something is optional in 5e (though we are discussing numerous FATE options) it's auto-discarded by some of the posters in this discussion... irregardless of it's actual merits because... well... optional...:confused: But I posted a game run by the co creator of the game... I wouldn't say this is an apt description of how that game went. Do you believe he was running FATE incorrectly? Me personally I'm not so sure. I ran FATE Kerberos club and it was pretty similar to how his game played out. Yes we used Aspects but we used our skills, stunts and superpowers more. Well the video I posted was run using just FATE core... No I think FATE Core is fine since we all have access to the SRD online. So we have an actual play... run by one of the designers which leans heavily on skills and less often on aspects... My takeaway from that is it shows that Aspects don't have to be as integral (though I do agree they are important) to the play of the game as they might seem to some... My other takeaway is that a particular group can choose to make Aspects the focal point of play in the same way that a group playing 5e could make personality traits, ideals/flaws/bonds the focus of play. I'm still failing to see how FATE doesn't provide you with a complete game. Yes you have to make decisions around the rules and game setting...the same way a GM has to decide if Feats are available, multiclassing is allowed and if you're playing in the Forgotten Realms or somewhere else in D&D. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
Top