RPG Mechanics Round-Up #14: Fate Core/FAE

Player Ideas as Self-Compels

Many GMs love using the ideas that players come up with during play. Sometimes the thing that players think is going on is more interesting than what you had in mind, so you just steal that idea. I like this as an overt system in Fate Core – the player comes up with an idea, and the GM can hand them a Fate point in order to make it true. “I hope there aren’t ratmen on the other side of that door…”

Tag Aspects to Help

In many versions of Fate Core, you have three Aspects that are for your character alone and two more that connect your character to the others. I like the idea of using those connective Aspects when helping those characters, letting you spend a Fate point to grant them a +2 on their test.

Aspects: Switching Between Worlds

I like the idea of a Fate Core game where the characters are switching between two worlds – maybe alternate realities, or maybe a mundane world and a fantasy world, etc. The fun would be designing Aspects that are beneficial in one world and that are a liability in the other. Another challenge would be in Skill selection, as there should be Skills that are useful in one world and not in the other – not a general Skill like Lore, but maybe Arcana for the magical world and Education for the mundane one.

Fate and Helping Dice

I like making systems more concrete at the table, using fiddly bits where I can. For helping in Fate, I like the idea of passing the player you are helping one of your own dice (especially since Fate Core dice sets tend to be distinctive colors) that they put on a “+” before their roll. So they end up having a total of five dice to combine.

D&D Using Fate Dice

DnD using Fate Core and Fate Dice. Ability score = DC for everything. Advantage is a + and disadvantage is a -. You would have a much worse chance of doing much worse or much better than your score, and obviously would never be more than +/- 4. But it’s an interesting idea, to me at least, and would result in much more reliable/predictable success and failure and far less swinginess in results.

It occurred to me that since D&D ability scores are from 3 to 20 and DCs tend to be in the 10 to 20+ range with 5E’s bounded accuracy, you could actually use Fate dice for D&D. Get rid of the ability score bonuses and just use the straight ability scores, and you can roll Fate dice versus the given DCs. There would need to be some adjustments made, and there would be more rolls that are simply impossible. It may very well be too much of a spread, but it would be interesting to try out I think. Just set the DCs based on a sense of how good someone would have to be to do these things. Proficiencies could let you set one die to a + before you roll. Advantage could let you set another die to a +, and disadvantage make you set one to a -, and if they cancel out you just roll.

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