| Post/Author/DateTime | Post |
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| #1The_JesterJul 18, 2014 10:34:20 | For those unfamiliar with FATE/Dresden Files RPG characters have traits that are both positive and negative. When convenient for the plot, the Gamemaster can compel a character, offering the player a Fate Point for them to act according to a trait.
Could this work in D&D5 with flaws and inspiration?
The DM compels a player's flaw offering inspiration, and the players can accept to shoot themselves in the foot or turn down the inspiration and do what they want.
Discuss. |
| #2iserithJul 18, 2014 10:52:26 | I mentioned wanting to do something like this is another thread. I don't think I'd want to do it in the form of a Compel though. I think a DM could make a standing offer of Inspiration for opting to take Disadvantage on a roll in a way that speaks to a trait, bond, ideal, or flaw.
DM: The bishop tells you that he has no knowledge of the conspiracy to murder the high cleric, but scratches his eyebrow almost nervously in the doing. Cleric: I try to determine his true intentions as I wonder if he's lying. DM: Sounds like an Insight check? If you succeed, I'll tell you if he's lying and give you some additional useful information. If you fail, I'll still tell you, but his attitude will shift to hostile as he considers the questioning an affront to his rank. Cleric (who has no Inspiration currently): Hmm, well, my flaw is that I put too much trust in those who wield power within my temple's hierarchy. As a player, I think having the bishop actively trying to thwart us will be interesting, even if he is telling the truth. I'll take Disadvantage on this roll and earn Inspiration. DM: Cool, roll and let's see what happens. |
| #3RhennyJul 18, 2014 12:40:52 | One thing I'm worried about with the inspiration rules as written is that it never specifies when it can occur. As DM I could see myself just getting wrapped up in running the game and roleplaying npcs and totally forgetting to always be aware of each PC, the traits and flaws, and how the players play to those.
I like both of your suggestions because they set up a a finite window or opportunity that would make it much easier for me as DM to focus on inspiration. It wouldn't be something I'd forget.
If either of you use your ideas let me know how they go over at the table. |
| #4Azzy1974Jul 18, 2014 12:53:57 |
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| #5RustedKitsuneJul 18, 2014 13:27:33 |
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| (Reply to #5)Azzy1974 |
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| #7ChrisCarlsonJul 18, 2014 13:59:54 | Although I don't run my games quite as "Yes, and..." intensive as iserith, I do intend to impart on my players that I want them to express openly when they are playing to it, as it were.
I don't just want a player to start quibbling with the constable over the amount of a fine. I want, "Since I have the Flaw: Greedy, I think it makes sense for me to argue with the constable about the fine's amount, even though I know it may get me in even more trouble."
Call it out. Alert everyone at the table why you are about to make things "more interesting". Then earn your cookie. |
| #8RhennyJul 18, 2014 14:02:37 |
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| #9iserithJul 18, 2014 14:11:03 |
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| #10OrethalionJul 18, 2014 15:17:43 | I wouldn't give inspiration for a flaw unless it resulted in an actual negative. Disadvantage still allows for success. If the player asked for disadvantage and failed in the action, that would be enough for me to give out the inspiration point. |
| #11Person_ManJul 18, 2014 18:44:55 | I'm a huge fan of the Dresdon Files books, Dresdon Files RPG, and the FATE system. And I do think that you could just hand out more Inspiration Points to PCs using Compels or whatever other method you wanted.
Having said that, I would say that the FATE and the Dresdon Files RPG (which is basically just an add on to the FATE system) are both very very Narrativist games, and D&D is much more Gamist and Simulationist. Gaining (via Compels or Refresh) and using Fate Points is basically THE central mechanic of the FATE game system. You invoke your Aspects or guess environmental or enemy aspects and spend a Fate Point to move the story in a direction you want, and the GM can compel bad things to happen to you if it involves one of your Aspects, which forces you to accept the bad consequence and gain a Fate Point, or deny the bad consequence and gain a Fate Point that you can use later to turn the story back in your direction. It's also hard wired into the Templates and Stunts. In D&D-ish terms, if you have more class abilities and feats, you have fewer Fate Points, and vice versa. And it has other implications as well.
So just working one small element of how FATE Points work into 5E is really missing the point of what FATE Points are for in the first place. FATE Points aren't really there to give player's a bonus, like Inspiration Points. FATE Points exist to give the GM and players steering wheel with which to drive the narrative of the game, and to give players who are willing to be less mechanically powerful more opportunities to do so. (Since players with more Stunts/Powers/etc get to decide what happens in the narrative by default with the successes that result from their Stunts/Powers/etc).
Rather then trying to work Compels into 5E, I think it would actually be a much better idea to work 5E into FATE or the Dresdon Files RPG. Just pick class abilties, Feats, magic items, or spells that you like. Convert the damage or effect into the FATE system, then negotiate with your DM to assign a Refresh/FATE Point cost to them.
In fact, given the default Theatre of the Mind design of 5E, which is an inhearently narrative framework, I'm really suprised that 5E didn't adopt something much closer to FATE Points, and insisted on keeping so many different fiddly Simulationist Elements. I guess they were afraid to drop the weapons and armor charts where 2/3 of the options are meaningless out of tradition or fear of fan backlash or something similar. |
| (Reply to #3)Sailing_Pirate_Ryan |
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| #14The_JesterJul 19, 2014 16:04:09 | One point to consider is that it's easy to roleplay flaws when convenient. It's very easy to "forget" about your flaws when they would hinder the party, or simply have the PC conveniently overcome their flaws during moments of stress.
Compels bring flaws and negative personality traits to the forefront at other times, tempting plyers with a reward. |