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DFRPG / Re: Do you like or dislike the fate system and why?
« on: October 10, 2014, 12:38:19 AM »
I greatly enjoy the FATE system, and it's perhaps my favorite system that I've ever come across for a couple reasons. (This is referencing the FATE core system in general as well as the DFRPG.)
1. The FATE system is rules-light, but offers a very large room for modular improvements. For people who prefer more "crunchy" systems, you can basically just insert a custom system into it with little to no fuss.
2. It allows players to come up with extremely narratively different ideas in conflicts, that I as a GM am more able to facilitate. For example, I had a group going through one of the pre-gen cases and he was a minor talent, but had little to no combat ability. They got into a physical conflict so he was unable to do much on his own, until he had the idea to use the car as a weapon. In more numbers heavy systems, I would've had to do massive amounts of mental calculations to figure out how much damage it could do to feel impactful but not be broken. In FATE I just say all right roll your Drive and it's a Weapon:4.
3. It allows for character archetypes and ideas that aren't strictly the most powerful in physical conflict. Pathfinder and D&D often have this problem where if people don't build powerful combat builds they won't be useful in the encounters. Now there can be instances where a GM can facilitate a game without this problem by having it be intrigue, but I personally don't have the skill nor the players to be inclined to do it. In FATE being a know-it-all about random topics can be used mechanically in combat to help your allies. This gives people who are not necessarily all about combat the ability to still function in physical conflict. In FATE it would be entirely possible to play a complete pacifist and still contribute in fights.
1. The FATE system is rules-light, but offers a very large room for modular improvements. For people who prefer more "crunchy" systems, you can basically just insert a custom system into it with little to no fuss.
2. It allows players to come up with extremely narratively different ideas in conflicts, that I as a GM am more able to facilitate. For example, I had a group going through one of the pre-gen cases and he was a minor talent, but had little to no combat ability. They got into a physical conflict so he was unable to do much on his own, until he had the idea to use the car as a weapon. In more numbers heavy systems, I would've had to do massive amounts of mental calculations to figure out how much damage it could do to feel impactful but not be broken. In FATE I just say all right roll your Drive and it's a Weapon:4.
3. It allows for character archetypes and ideas that aren't strictly the most powerful in physical conflict. Pathfinder and D&D often have this problem where if people don't build powerful combat builds they won't be useful in the encounters. Now there can be instances where a GM can facilitate a game without this problem by having it be intrigue, but I personally don't have the skill nor the players to be inclined to do it. In FATE being a know-it-all about random topics can be used mechanically in combat to help your allies. This gives people who are not necessarily all about combat the ability to still function in physical conflict. In FATE it would be entirely possible to play a complete pacifist and still contribute in fights.