Everyone around me only wants to play D&D! Why can't it be easier to find/start a game with less crunch and more awesome?
Only version of D&D I'll unironically/soberly play or run. Granted, I'll delve into AD&D2e for the memories/nostalgia, but that always has some hints of nostalgia, and likely a glass of wine.
so how do you handle magic on Fate?
i want to run a Thunder Riff (AD&D Module) for FATE but i have no idea how to make Magic work
There's a couple ways to handle magic that I've seen used frequently.
The first is to just make magic its own skill or fold it into an existing skill like Lore or Will. Without more limitations, I'm not fond of this because it makes that skill far too powerful.
The next is to make skills for your magic, but limit them somewhat. For example, I ran a game that had Abjuration, Evocation, and Transmutation. Abjuration was defensive magic, meant to dissipate and stop energies. Evocation was offensive magic, the calling forth of energy. Transmutation was simply transmutation. Abjuration was mostly used for Defend rolls, Evocation for Attack and Overcome, and Transmutation for Create an Advantage.
The way the Dresden Files RPG (a Fate game from an older edition) is kind of interesting but way too in-depth for me to succinctly explain.
There's also a few different ways available from the toolkits.
There may be less crunch to read in Fate, but it is always in play and doesn't just apply in certain situations. Overall Fate is much more structured than DnD, which only reveals any framework when you roll initiative. Also: Build a game and players will come.
Fate is very well suited to stories where magic is a part of a character and always at their disposal. Core out of the box has no mechanism for Vancian magic or spell lists. Think more Last Unicorn.
Another way I have found very useful is to give a character a limited power, pyro- or telekinesis, true sight, healing, or transmutation - but only to a degree that the shifts imply.
-2 roll pencil off table
-1 push book off shelf
+0 shove a flat footed person out of the way
+1 levitate 1 pound slowly
+2 levitate 10 pounds dangerously fast
+3 make everything in the room fly around in a chaotic circle
+4 wield a weapon in combat (additional skill checks required)
+5 throw an enemy across the battlefield
+6 throw a boulder at enemy troops
+7 raise a submerged X-Wing out of the swamp and levitate it effortlessly, also an astrodroid
+8 stop a river
You see the scales are weight, speed, and precision, with levitation an early milestone. But it makes no sense to nail them down. Better to have a general list to gauge singular instances by and work with the player to make the character look good.
4E is a well designed game without much in the way of options that mechanically prevent players from having fun. The biggest issue in my mind is how long its skirmish game fights take.
It's not traditional D&D , but it's a fun game in its own right
Because most "roleplayers" are beer and pretzel pleb scum that only want to chop goblins in the dungeons and produce overpowered character builds. In best case produce some silly pulp stories filled with extremely bad sense of humor.
Fate's badly designed though.
Heroquest 2 ed has virtually identical philosophy, yet it executes it way better
You either have to start up a potential campaign yourself or look on Roll20.
Lucky for me, I found a great Roll20 FAE group recently, tho.
>Don't like the mainstream?
>Move to another country!
Is it because they have less D&D dominance, or is Fate actually more prevalent there?
D&D is, in general, not as prevalent in the Nordics as they seem to be in the US. Unsure about the rest of Europe, but it seems like at least west and central Europe tend to play other things.
Eurofag here. We all started with DnD at some point, and it is pretty dominant here as well. But it isn't monolithic. A lot of grown ups play here, and they don't get much mileage out of it. We have local alternatives that are no less convoluted but offer a greater range of flavors.
Both of those statements are true. Northern Europe had a really vibrant indie game scene in the 80's and 90's so local games and european games got a really strong foothold during the time DnD conquered the americas.
Being accustomed to various different systems, people have adapted FATE in a natural fashion too.
Because Fate dice are so shit they ruin the whole experience.
I don't know about that, buddy. FATE dice ad a bit of unpredictability to the game, and that sometimes makes all the difference. A good dresden files campaign can turn into a great one, with one bad roll.
My personal experience with fate was this:
I bought the core book, and the system toolkit.
I read through, came up with some game ideas, and got my 3 players together.
We "rolled up" characters, and sat down to play.
The Aspects caused a bit of confusion at first, but people got the point and figured them out pretty quickly.
By the 4th session, we were all done. None of us liked how random the dice were.
I have not touched the books in a year and a half.
It's kind of a shame, there were a few things I really did like, but the dice killed it for us.
We like a combination of rollplay with our roleplay.
This is a shame also, because the dice are such a deal breaker, they've kept me away from the dresden game and the atomic robo game, and I like both those IPs
For reference, here are the probabilities of Fate's dice. You have a ~60% chance to roll in the range of -1 to 1, and ~2% chance to roll either extreme (-4 or 4).
Okay sounds cool.
> Everyone around me only wants to play D&D!
So... find people who don't?
> Why can't it be easier to find/start a game with less crunch and more awesome?
Ah, another thread shitting on D&D. Welp, I'm out.
The dice are a distraction. Getting things done isn't about gambling on a high roll, it's about setting up tags for your teammates, and getting enough fate points to reroll or boost rolls. The gross bellcurve is a feature, not a bug.
I don't know.. I'm not a Fate hater like some, but after getting to play it, the mechanics kind of let me down.
The variability on 4dF is pretty low, it makes your modifying skill way more important. Combined with the ability to burn a fate point after the roll for a reroll or +2.... Kind of felt like there was no point to rolling. Never failed anything in 4 sessions of game play.
I think Fate has some great ideas (I loved character creation), but it could use some more crunch. I just need to find a solid game that uses Fate Core and builds off it, probably.
It makes the Fate point REALLY important, which I think is nice.
However, it also means "stacking aspects" is the meta, which is also really... stale.
I was directed here by a classy anon:
>I think Fate has some great ideas (I loved character creation), but it could use some more crunch. I just need to find a solid game that uses Fate Core and builds off it, probably.
To be honest, Fate Core is freeform roleplay restructured into something involving dice.
I don't even mean that as an insult. I'm impressed they found a way to take something we once thought was a shitty style of play and make it presentable industry-wide.
Only use checks/overcome attempts when there can be an interesting failure outcome.
People might want to integrate lots of rolling into their campaign to "challenge" their players or something, but it's lame if your answer to a failure is "nope, nothin'."
>None of us liked how random the dice were.
I don't want to imply that your opinions are worthless or anything, but you know that Fate dice are actually less random than most systems since they tend towards a +0 rather than having an even shot of any result, right?
That said, if you really can't get past the dice, why not just steal the Aspects and Fate Points and throw them into your system of choice? I've played around with the idea of putting Aspects into D&D, a +2 for invoking an Aspect seems to fit with the general bonus for a circumstance modifier.
This is good advice in general, but learn the concept of failing forward. If the players fail a roll, you can still have them succeed but with some sort of drawback or unforseen consequence. The rules call this succeeding at cost, and it's key to keeping a game moving.
They fail the roll to pick the lock into the mayor's house? They get through plenty easy, but his guard dogs are on the opposite side and have to be dealt with now, or maybe they get through but make a bit too much noise and the mayor is waking up, or maybe the thief snaps his last lockpick and is now Without His Tools.
I'm trying it out but it feels like you can describe your actions in a way that enables the use of your +3 Approach very often
However, it also funnels things into 6 attribute-like stats and this aforementioned shortcoming is its strength for fast and fairly intuitive action-sorting