Thread:Talk:Little Talks of Paradox/Specific game mechanics

Gonna use this space to discuss the details for my Fate hack. Basically, after reading Fate Core and FAE, I prefer the approaches in FAE. They are mechanically just a specific set of skills as used in Core, but I like the thematic spin on them, and how they relate to the characters more than skills like Fighting.

I am drawing on an idea from my tactics game on how powers balance and are increased to merge how stunts work in Fate and moves in Dungeon World. It makes the execution of powers more free-form than following a description and rolling specific dice (which I don't like about D&D), but adds the structure of power sets that I like in games like D&D and City of Heroes (did I mention I am working on a CoH-inspired Fate hack? So obvious!).

On page 94 of Core, it talks about Stunt Families. That is what I want to create for each class in DW, but in which each class is broken down into key aspects. A quick example would be, if your high concept were Bard of the Highlands, you could take Bardic Lore as a stunt. Later, you could take Grand Histories of the Known World as a stunt that increases the potency of the stunt in that specific area. Bardic Lore would require that you have an aspect that made sense for you to learn it. In this way we give folks an idea of how to create a class, but open it up so they can choose a path for their character that isn't restrained by rigid class rules.

I would love to have access to the toolkit that will be released soon, which has multiple magic systems included, but for now we are gonna make a low-key system that borrows from the spell list of DW, with my own embellishments.

This also means that as we build the characters, I am gonna have to make stuff up for each one, so keep that in mind. More lag to our system. ^_^