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

Sounds promising! The approaches of FAE seem quite versatile and engaging, and I can see them being fun to work with.

And will the list of stunts you create for each class be all we have access to, or will be be able to create stunts with the standard template (the +2 to a specific approach in a specific type of circumstances or the once per session ability) so long as they can be appropriately tied to one of our aspects?

As a suggestion, it might be more creativity-inducing during gameplay to not codify the spell system so much. For instance, if the wizard has the Pyromaniac Evoker aspect, just letting them use relevant approaches to cast spells. For instance, a Sneaky approach to burn the rope bridge your enemies are trying to cross, or a Clever approach of causing a tiny temporary rift into the elemental plane of fire in the middle of a pool to create a cloud of mist, or a Forceful approach of sending a ball of fire amongst enemies. It would be a whole lot less work to set up, and if it gets out of handed it could be adjusted pretty easily to scale it down. Likewise, a cleric could have the Font of Holy Light aspect and use it to make Careful approaches to lay on hands for a bit of healing, or Forceful approaches to turn undead, or a Flashy approach to start glowing with a fierce brightness to keep a vampire at bay.

That would let you jump right into the story-telling without having to come up with extra rules, which is one of the major advantages of the Fate systems it appears.