EDIT - this post is superseded by the new Red Box Fate project.
I keep getting frustrated by the limitations placed on the players and GM by the many editions of D&D, and long for a system with more flexibility - but I recognise that there's so much material out there for 5e D&D, that I don't want to throw that away just for the sake of it.
And while I love the concepts behind FATE (Core, Accelerated, and Condensed), it's got maybe too much open ended play embedded in the assumption of the game to work well as a D&D substitute.
So - here's my hacked-up-stitched-up hybrid monstrosity: 5e Accelerated.
Plans and expectations
Add FATE's flexibility, keep 5e / OSR compatibility
Translation goals:
- D&D Classes are emulated, and can be customised;
- D&D Skills replaced by FATE's Archetypes and Approaches;
- D&D's Class features, Feats, Spells, etc, brought in line with FATE's Stunts, giving us a template to invent new ones with parity;
- Mechanics remain transparent to D&D, so that D&D material can be used seamlessly.
This post will serve as a index for the other posts where I dive into more detail.
Core mechanics
1d20 + Ability modifier + Archetype + Approach vs DC
Archetypes: Martial, Dedicated, Roguish, Arcane, Primal, Social
Approaches: Careful, Clever, Flashy, Forceful, Quick, Sneaky
(Aiming for parity with 1d20 + Ability modifier + Proficiency)
More about those Archetypes & Approaches in another post.
Outcomes
Compare the total to a target number, which is either a fixed difficulty or the result of the GM’s roll for an NPC. Based on that comparison, your outcome is:
- You fail if your total is less than your opponent’s total.
- It’s a tie if your total is equal to your opponent’s total.
- You succeed if your total is greater than your opponent’s total.
- You succeed with style if your total is at least 5 greater than the DC or your opponent’s total. "Style" can mean you gain Advantage , or impose Disadvantage on your opponent, or some other benefit or consequences - haggle with the GM.
Actions
Create Advantage
Attack
Defend
Overcome
Aspects vs Conditions
FATE of course uses its own jargon terms. Almost everything that describes a character or situation can be called an Aspect in FATE, and the game mechanics provide a set of generic ways in which we can interact with those Aspects.
For D&D players, this can be daunting - but those Aspects can easily be thought of as Conditions, and terrain modifiers, and so on. In FATE, we might say a room has an "On fire" Aspect, or that a character has a "Charmed" Aspect.
Using the mechanics of FATE lets us play around with these situations and conditions, rather than simply apply a fixed set of numbers to our rolls or limits to our actions.
FATE points
- Like D&D's Inspiration, you can use FATE points to invoke an Aspect of the scene or characters to gain Advantage (without using an action to Create Advantage)
- Some powerful Stunts need a FATE point
- Reroll a check
You'll regain FATE points by accepting story compels, and with a refresh each session.
More about Aspects and Actions - and using and gaining FATE points - in another post.
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Abilities
STR, DEX, CON, INT, WIS, CHA
Generate your ability scores as you normally would for a regular 5e game - either point buying, rolling, or by one of the arrays given in the SRD or PHB.
High concept & Trouble
FATE's High Concept and Trouble Aspects are folded up into D&D's "race" (I'm using Kin for this, cause frankly "race" in RPGs is loaded with baggage), Background, Traits, Bonds and Flaws, and character Class.
As we're aiming for D&D compatibility, we'll approach this with the 5e terminology.
However, you can invoke your Kin, Class, Background, etc, just like any Aspect - these are the narrative hooks on which your characters' stories hang.
Kin
D&D's "races" get translated here as Kins, and follow the Aspect style of FATE (1 aspect).
Background
Here I'll show how D&D Backgrounds can be translated as Aspects. (1 aspect)
More about translating High Concept and Trouble in the Backgrounds and Bonds section.
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Classes
First of all, I'll emulate the core D&D classes: Cleric, Fighter, Rogue, Wizard.
This will be done by distributing Archetypes (2 at +1 or 1 at +2) & Approaches (2 at +1 or 1 at +2), and assigning an appropriate Stunt (1) for our 1st level, then laying out Progression Tables for the higher levels.
Here, I plan to give the ways in which classes can be customised, and I'll also give the template for making your own custom character without a D&D class.
Last, I'll work on the variant classes (Druid, Monk, Ranger, Warlock) as examples of the customisation process.
Find out all about Classes & Customisation in its own post.
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Credits
I'm indebted to Killershrike's "Pathfinder Fate Accelerated" for the initial idea that this sort of thing could be done - without their groundwork, I'd have been lost.
Of course the Creative Commons access to D&D's engine and FAE are essential as well - D&D is CC-BY-4.0, FAE is CC-BY-3.0
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Index
Classes & Customisation
Spellcraft & Stunts
Basics & Bodging
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