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What is *worldbuilding* for?
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<blockquote data-quote="Ovinomancer" data-source="post: 7451583" data-attributes="member: 16814"><p>Yes. They are much weaker. It's not close on the player side, although it is closer. I'm not much interested in watching others play on youtube. I am familiar with how FATE operates, and I have no serious beef with your description of the video -- you can play FATE that way very easily. However, the difference in systems becomes readily apparent in the resolution mechanics of the scenes -- in 5e, you have to color in the blank spaces of the system to get something that hacks closer to FATE but can't really get there, and if you start a combat, it skews heavily away as 5e drops in tactical, non-skill based resolutions and so immediately moves far away from even a Trait based proficiency. FATE never does.</p><p></p><p>I had originally thought your aim was to point out how 5e is a broad but shallow system -- it can, indeed, ape a number of aesthetics, but in a limited fashion. Now, however, it really seems like you're trying to make a strong case that 5e can do the same things FATE does regarding FATE's core, much narrower focus (FATE is narrow(er) but deep(er)). I cannot agree in the slightest. Other systems are designed to hit other notes, and 5e's broad range but lackluster voice doesn't it as well. Not really even close. I could, for an example I'm much more familiar with, run a heist game with 5e, but it's clunky and I'll have to work around the system quite often. 5e just doesn't offer the toolset necessary to do heists well outside of the extensive planning and (nearly) perfect execution runs. Blades in the Dark, however, does heists like is built for it (which it is) and has a very deep 'out of heist' mechanical drive to increase buy-in and story that 5e just doesn't have. Blades puts the heist front and center and builds an extensive set of interlocking and reinforcing mechanics to keep it there. 5e completely lacks these kinds of interlocking and reinforcing mechanics.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7451583, member: 16814"] Yes. They are much weaker. It's not close on the player side, although it is closer. I'm not much interested in watching others play on youtube. I am familiar with how FATE operates, and I have no serious beef with your description of the video -- you can play FATE that way very easily. However, the difference in systems becomes readily apparent in the resolution mechanics of the scenes -- in 5e, you have to color in the blank spaces of the system to get something that hacks closer to FATE but can't really get there, and if you start a combat, it skews heavily away as 5e drops in tactical, non-skill based resolutions and so immediately moves far away from even a Trait based proficiency. FATE never does. I had originally thought your aim was to point out how 5e is a broad but shallow system -- it can, indeed, ape a number of aesthetics, but in a limited fashion. Now, however, it really seems like you're trying to make a strong case that 5e can do the same things FATE does regarding FATE's core, much narrower focus (FATE is narrow(er) but deep(er)). I cannot agree in the slightest. Other systems are designed to hit other notes, and 5e's broad range but lackluster voice doesn't it as well. Not really even close. I could, for an example I'm much more familiar with, run a heist game with 5e, but it's clunky and I'll have to work around the system quite often. 5e just doesn't offer the toolset necessary to do heists well outside of the extensive planning and (nearly) perfect execution runs. Blades in the Dark, however, does heists like is built for it (which it is) and has a very deep 'out of heist' mechanical drive to increase buy-in and story that 5e just doesn't have. Blades puts the heist front and center and builds an extensive set of interlocking and reinforcing mechanics to keep it there. 5e completely lacks these kinds of interlocking and reinforcing mechanics. [/QUOTE]
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