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General Tabletop Discussion
*Pathfinder & Starfinder
Wizkids should take the Pathfinder 1.0 ruleset and publish their own RPG.
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<blockquote data-quote="Aldarc" data-source="post: 7807741" data-attributes="member: 5142"><p>I hope you don't mind my clarifying my terse overview:</p><p>Here, I also had in mind things like how a AD&D fighter would become a "lord" at level 9, but a player in Fate could declare that their fighting-person a "lord" in their aspect at the very beginning. You can start as a "grizzled veteran of a thousand wars" or something in Fate.</p><p></p><p>Here, I meant more in Lanefan's sense of exploration and dungeon crawls that focuses on skilled play, simulated prefixed environments, and the like. Fate, IMHO, usually has more blank spaces in its play that are filled by the proactive play of players. For example, a character with the aspect "Disgraced Bodyguard of the Prince" could invoke their aspect to declare a narrative fact that is consistent with the fiction: e.g., "Because I was a bodyguard for the prince, I know that there is a secret escape route into the manor that connects the kitchen to the shed in the garden." The GM can accept the fate point and go with the new narrative fiction. This sort of thing doesn't really jive well with Lanefan's own sense of what D&D exploration and dungeon crawls entail.</p><p></p><p>Here, I was referring more to the grid-based movement tactics here as opposed to the more abstract Creating an Advantage and Invoking Aspects actions where a lot of the tactical scene-engagement comes into play. Fate wasn't built out of a tactical skirmish wargame. D&D was.</p><p></p><p>Traps and puzzles are often part of the resource management game, a means to whittle things like HP and spells. Fate's not really into that. I can't even recall Fate talking about puzzles, apart from using an Overcome Will roll. The Book of Hanz even admits that Fate's not too interested in puzzles.</p><p></p><p>Create an Advantage, invoking aspects, aspect permissions, declare a story detail, conceding a conflict, compels, etc.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7807741, member: 5142"] I hope you don't mind my clarifying my terse overview: Here, I also had in mind things like how a AD&D fighter would become a "lord" at level 9, but a player in Fate could declare that their fighting-person a "lord" in their aspect at the very beginning. You can start as a "grizzled veteran of a thousand wars" or something in Fate. Here, I meant more in Lanefan's sense of exploration and dungeon crawls that focuses on skilled play, simulated prefixed environments, and the like. Fate, IMHO, usually has more blank spaces in its play that are filled by the proactive play of players. For example, a character with the aspect "Disgraced Bodyguard of the Prince" could invoke their aspect to declare a narrative fact that is consistent with the fiction: e.g., "Because I was a bodyguard for the prince, I know that there is a secret escape route into the manor that connects the kitchen to the shed in the garden." The GM can accept the fate point and go with the new narrative fiction. This sort of thing doesn't really jive well with Lanefan's own sense of what D&D exploration and dungeon crawls entail. Here, I was referring more to the grid-based movement tactics here as opposed to the more abstract Creating an Advantage and Invoking Aspects actions where a lot of the tactical scene-engagement comes into play. Fate wasn't built out of a tactical skirmish wargame. D&D was. Traps and puzzles are often part of the resource management game, a means to whittle things like HP and spells. Fate's not really into that. I can't even recall Fate talking about puzzles, apart from using an Overcome Will roll. The Book of Hanz even admits that Fate's not too interested in puzzles. Create an Advantage, invoking aspects, aspect permissions, declare a story detail, conceding a conflict, compels, etc. [/QUOTE]
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Wizkids should take the Pathfinder 1.0 ruleset and publish their own RPG.
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