this post was submitted on 02 Mar 2024
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Inspiration in D&D is like 60% of the way there. I tried to get my old D&D group to use it, but they were too D&D-mindset to really embrace it. By that I mean kind of passive, and very zoomed in on their character rather than the more "writer's room" view Fate favors.
But, if you have a good group, you could stitch it onto D&D 5e without much problem. I'd do it like this:
Ok. Lots of text. Bear with me.
The big thing that comes with importing all of this is the creative burden on your players explodes. Players need to be thinking about their character's backgrounds, the scene's aspects, and how they can use them for bonuses or compel themselves for fate points. You cannot just phone it in like you can with D&D. Because let's be honest, a lot of D&D players are not being their most creative selves. They slap down "Dave the fighter" and are good to move 30' and attack. If that is the kind of game mode you want to play, have at it, but none of this stuff will work well with it. But if you do have players that are creative, and are willing to engage with the system, this all can really sing.
Most of the stuff there exists at the narrative level, so it would be easy to import into other systems that don't have much stuff operating on that level. That's most close relatives of D&D, but not most PbtA games, probably. If there's already metacurrency, it might clash.
The second thing is that it does provide a power bump to the players. They gain a new resource they can use to bump their rolls. You can address this by slightly increasing the strength of encounters. You can also just let the players be more awesome. You can also spend fate points on your NPCs (the important ones have aspects and troubles, right?). The "Duelist of Legend" pirate captain can spend a fate point to bump his miss up to a hit when sword fighting the PC. (But they couldn't invoke that aspect to run away, because that's not very Duelist of Legend, is it?)
This can partly replace legendary resistance in 5e. Your lich has "Defies Death Itself" as an aspect, so he can spend a fate point to bump his save versus whatever. (You probably want one fate point per player in your GM pool in a scene, but adjust to taste.)
Anyway. I think about this a lot because I was playing D&D weekly for the past ~3 years, and I got really sick of it. As you can see, I'm happy to go on and on about it.
Woo! That was an unexpected but interesting read. I'm currently doing PF2, but I don't see an obstacle to merging it in. Will have to read through the Fate SRD to get some idea of the topics you brought up, I suppose
Let me know how it goes!
I've never played PF2e but I'm told it solves many of 5e's common complaints, and doesn't have as much 3e baggage. I haven't been in the mood for PF's "here's a big list of stuff to pick from" style of play lately, so I haven't given it a thorough read. Fate is very much on the other end of the spectrum where you can just write down like "Priest of the Fist God" instead of having to do like cleric 2 / monk 2 / paladin 4 to get your build "online"
Also I had a typo and wrote 'phase trip' when it should be "phase trio". It's a good character creation process that other games could learn from, even without the fate specific stuff: https://fate-srd.com/fate-core/phase-trio . I've had too many tables where the players make their characters in isolation and then don't have any reason to like each other or work together.