How is Fate Core/Accelerated?
I am running a game with a Solar Dragon, Raccoon Post Apoc Gadgeteer, steampunk squire, and a psychotic psionic in a multi dimensional threat sorta superhero esque game.
Near everyone just doesn't seem to stand Mutants and Masterminds 3e, at least not the combat due to it being "swingy" and either enemies get absolutely demolished or attacks not doing anything at all (Although really, those few cases have been my fault in both enemy approach and calculation of defenses) and that they have to "wait" for an enemy to make their saving throw rather than being more "proactive" with their rolls.
FATE is... Okay. It's good at what it does but by this point it's not particularly impressive. Aspects and the concepts it was working with were revolutionary when they first turned up, but by now they're kinda par for the course for narrative games.
It's a solid system for genre emulation, lots of neat narrative rules for making your character matter and a significant amount of content and subsystems you can plug in for various themes and settings.
I've always liked the idea of FATE, but what's let it down for me has been the lack of a meaningful and enjoyable combat system. In so many stories conflict is the center of storytelling, those climactic moments when everything comes to a head really mean something. And in my experience FATE just fails to capture that. Combat feels like everything else, at best, or annoyingly unsatisfying at worst, especially since the actual 'game' of combat is a solved puzzle by this point, with a single optimal strategy that's always best and no real variety in what you can choose to do.
>>51330836
tl:dr: Fate is a narrative-focused rpg. Those who come from a more traditional ones - say, D&D - need to do a perspective shift to grok it. Some can do it better than others, and some will find out they actually prefer more gamist-centered games instead.
>>51330890
Oh hey its you again. I'll just repeat that combat does not have an optimal strategy, and for further arguments refer to previous threads where it has been explained already.
Or, you can always go to Fate Core G+ group and present your arguments to its developers there, who are likely very happy to explain things in great detail.
>>51330962
I've never really posted this before, so enlighten me.
Did they ever fix the 'stack aspects, last person king hits' issue? Since in many prior iterations of the game that was always the most efficient way to approach things.
>>51330962
>Or, you can always go to Fate Core G+ group and present your arguments to its developers there, who are likely very happy to explain things in great detail.
If you want to advertise, buy a self serve ad.
>>51330890
Well, I was considering Fate because one of the experienced GM players recommended it to me. But if the combat sucks in that I really don't know what to do at this rate.
It would have been really nice if I didn't have to worry about this shit. if I wasn't running on four hours of sleep, under stress from people threatening to leave the game, and having to hear complaints about things I cannot control from literally everyone in the group, maybe the combat that was considered so bad last session would have been interesting.
Have you looked into Valor? It's another M&Mish system with build your own powers, but a more fleshed out tactical combat system.
>>51331582
It looks interesting but I can't say I'm too fond of the strong emphasis on attributes for powers, at least that's what I'm seeing so far.