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« on: September 06, 2014, 07:58:28 AM »
For me the toughest part of Fate to get people's heads around has been that, unlike most games, Fate isn't about building powerful stats. It's about building a powerful story.
I love that Fate allows the freedom to play with things on a narrative level, and that's how I regard skills. To me, skills are not a reflection of a character's literal ability, but rather of how much of the story they can steer with that ability. This is why I'm perfectly happy with my players using Minor Milestones to swap investigation and combat skills around regularly. Early on, the story is about the characters figuring out what's going on, so they do better at finding clues but take some licks if they get jumped. Meanwhile, towards the end when they've figured out who the bad guy is, the story shifts to be about them kicking ass, and they change their skills around to suit.
I do find that magic is a real spanner in the works when it comes to presenting the group with a challenge. But there are a couple of solutions to this.
1: My favourite is conflict groups. It's an easily-overlooked section, but the rules state that you separate out characters into groups for a conflict, and that "typically" this is simply "players vs villains", but it can easily be more refined than this, with certain PCs fighting certain opponents. This is great for making sure that wizards don't dominate the whole conflict, and allowing all players a chance to shine.
2: Compels. Using magic in a city? Compel for car alarms to go off or street lights to explode, drawing attention or injuring people. A villain bursts a fire hydrant to put the aspect "doused in running water" on a wizard, and uses the free compel to stop the wizard using magic. There are all sorts of fun ways to challenge spellcasters.
That said, arguably the biggest badass in our group is the Pure Mortal. He's gone toe to toe with a Kemmlerian necromancer. And won. Twice.