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Now that you've seen it in use, what do you think? I suspect that in practice I would handle Compels as "Okay, this is not the optimal choice but it's very in-character so I'm going to give him an FP for it."

It looks pretty smooth! I'll start by admitting that I'm mostly familiar with the edition of Fate on the SRD (which claims to be the current one), not the one they used for the Dresden Files (though the site has an edition changelog which claims they're mostly the same).

I really like the idea of using enemy takedowns to make up the FPs a bit, feels very appropriate, and the HoD stunt being cheap as an incentive to back up setting assumptions also looks solid (small potential issue: make sure to balance attack Jutsu across from that baseline of lethality).

...and the skill column totally does its job keeping higher-level skills exponentially more expensive, but by forcing you to be as well-rounded as a Jonin should be. Cool (though I can see it potentially getting silly at the very high levels, but it should be a long time before we're legitimately Kage level :p). Also, @Briefvoice's suggestion of the mental stress track giving Genjutsu a home other than flat win/totally useless save-or-suck effects makes a ton of sense.

I would be more hesitant to use the Accelerated ruleset - it's great, and I'd absolutely use it for a less munchkinry game, but I think boiling things down to the Approaches might be too purely narrativist. Some of the other stuff from the book is probably useful, though (sadly, couldn't find the Scale stuff, sounded interesting).

Finally - what are your thoughts on mobs (which are a way to mechanically abstract fighting a group of similar enemies)? I imagine they'd be great for bandits and terrible for Jonin, but I'm not sure about the middle ground of Genin and low-Chunin.

[X] Interlude: Hana learns Hazou's been adopted
[X] Interlude: Why Tenten's a pacifist
[X] Interlude: Anything involving inscrutable Nara conversations
 
@eaglejarl Have you had a chance to look at Dresden Accelerated? If you are wanting to go FATE, it had some interesting ideas including a scale mechanic for different power levels.
I have not, but I'll check it out. Thanks.

Why is the recent update listed as Chapter 136?
Oops. Fixed, thanks.

4e was an extremely well developed RPG and easily the most interesting and balanced D&D game to ever be released. The majority of the complaints about it don't actually have anything to do with the rules in the books and can be boiled down to people being upset that spellcasters no longer trivialize every other character type. Note that the actual power cards looked like this, not like weirdly modified Magic cards. Every other edition of D&D has been riddled with terrible rules and settings that don't make any sense. 4e did a lot in order to make the rules be very well balanced and well thought out and in the process made the nonsensical fluff much more rational. At the end of the day, 4e isn't even all that different in practice compared to 3.x or 5e. It just tried to be much more transparent, something that I assume people on this site would be slightly more receptive towards.
I didn't play it, so I'm sure you're right about it being well-balanced and etc. The problem, however, was not that it nerfed spellcasters / empowered non-spellcasters / whatever. The problem was that it no longer felt like D&D. Note that 5E was the first version that was developed by open play test and (my understanding is) that it went back to a much more traditional feel and away from the 'video-game-ish' feel of 4E.

So, yeah. We (by which I mean I) consider 4E "the D&D edition that shall not be named" not because it's a bad game, but because it's a bad D&D. Had I encountered it under a completely different name and culture I might well have praised it.

When it says it adds "+2", that is only added if you "hit",
That's how the Lethal Weapon stunt works, and how Weapons in general work, yes. That's not what I was going for with HoD.

The way I've written HoD accomplishes a few things:
  1. Ninja attack naturally beats ninja defense, matching the 'glass cannon' feel we've been going for.
  2. It explains why there's no armor in the setting.
  3. Combat is extremely dangerous and therefore short. All else being equal, the defender is going to need to burn FP in order to avoid being hit, so you need to wrap things up fast. Again, as per the established MfD feel.
  4. Because FP are so essential, there is an incentive for the players to come up with plans that will maximize the potential for FP gain. There's two ways you gain FP: beat someone in combat and act in ways that are especially in accord with your character's aspects. The second demotivates YOUTHSUITS and other non-character-appropriate behavior and the first motivates punching, which I'm all in favor of.
As I said in the line you quoted, HoD is strictly better than Lethal Weapon and therefore should cost more...-2, perhaps even -3. I costed it as -1 to ensure that every ninja would have it without having to spend so much that there was no room for a specialized build.

Finally - what are your thoughts on mobs (which are a way to mechanically abstract fighting a group of similar enemies)? I imagine they'd be great for bandits and terrible for Jonin, but I'm not sure about the middle ground of Genin and low-Chunin.
Can you describe the mechanics? I don't know those rules and can't find them online. A mechanic for easily managing groups would be great.


Tangentially, I think multicombat has some nice features in DFRPG. You can all just punch each other and that's fine. On the other hand, teammates can work together by having everyone create aspects (via Maneuvers, Blocks, etc) that the last person in the chain can then tag in order to hit someone that they couldn't normally hit. At the same time, if the other person is so much better than you that you can't affect them at all then you're not going to land those maneuvers, so an army of genin is not going to take out a jōnin.


The biggest change I made was the "You can counterattack on their initiative as long as you didn't take consequences" rule. That has the potential to really affect how combat works but, again, I think it plays in the direction we want: ninja fights are nasty, brutal, and short.
 
While you're here, @eaglejarl:
Here is a quick snippet of what Action Cards might look like. It won't be hard for me to set up a function that pulls numbers directly from character sheets, so as to make generic things like Taijutsu and Tac Move easier to handle.

...Not that I particularly expect us to stick to the same system after this, but I felt like messing around with the concept anyway.

e: Also, be amused at how even within the same document I can't keep straight whether they're called Minor Actions or Quick Actions, no matter how many times I check :p
 
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While you're here, @eaglejarl:
Here is a quick snippet of what Action Cards might look like. It won't be hard for me to set up a function that pulls numbers directly from character sheets, so as to make generic things like Taijutsu and Tac Move easier to handle.

...Not that I particularly expect us to stick to the same system after this, but I felt like messing around with the concept anyway.

e: Also, be amused at how even within the same document I can't keep straight whether they're called Minor Actions or Quick Actions, no matter how many times I check :p
Cool, thanks for taking the time.
 
[X] Interlude: Zabuza Goes to Snow
[X] Interlude: Hana learns Hazou's been adopted
[x] Interlude: Anything involving inscrutable Nara conversations
[x] Interlude: Shikamaru's lovestruck assistant hears he might get married to Keiko
[X] Interlude: That one time Neji and Tenten had to wear youthsuits, and why it's never happening again
[X] Lore Update (AU): @eaglejarl's, @Velorien's, and @OliWhail's self inserts as a team in the chuunin exams with Kishimoto as their sensei.
[X] Lore Update (AU): @eaglejarl's, @Velorien's, and @OliWhail's self inserts as a team in the chuunin exams.
 
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I didn't play it, so I'm sure you're right about it being well-balanced and etc. The problem, however, was not that it nerfed spellcasters / empowered non-spellcasters / whatever. The problem was that it no longer felt like D&D. Note that 5E was the first version that was developed by open play test and (my understanding is) that it went back to a much more traditional feel and away from the 'video-game-ish' feel of 4E.

So, yeah. We (by which I mean I) consider 4E "the D&D edition that shall not be named" not because it's a bad game, but because it's a bad D&D. Had I encountered it under a completely different name and culture I might well have praised it.

It's a bit more complicated than that. You're right that 5e reverted to a slightly different feel, but it was more emulating 3e rather than trying to get to the heart of traditional D&D. Keep in mind that a tactical grid is still necessary in 5e. The biggest difference between 5e and 4e, at least in practice, is probably the way it treats magic items. This is one of the mechanical changes that I actually really like but it isn't really a massive change. A very common house rule in 4e is to give characters implicit bonuses to simulate what you would be expected to hit from magic items, in order to take you off the magic item treadmill. When it comes down to it, the only thing that 4e lacks compared to previous editions of D&D are spellcasters that can trivialize entire encounters. I also take issue with people claiming that 4e no longer felt like D&D. I will admit that it is a stark departure from 3.x, but it still kept quite a feel conventions in the transition. There are far more similarities than there are differences, at least in play. It looks different, but it really isn't as far as you would think. More importantly, however, keep in mind that D&D was, at the very start, a tactical combat game. At it's heart, the core of D&D is still dungeon delving and fighting the monsters in those dungeons. D&D 4e is the best edition of D&D when it comes to modeling those tactical combats and that dungeon delving experience. I legitimately think that 4e is closer to the heart of D&D than any other edition.
 
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Hmm, I want at least one other combat heavy chapter with a wildly different rpg system before reaching a decision.

[X] Lore Update (AU): @eaglejarl's, @Velorien's, and @OliWhail's self inserts as a team in the chuunin exams.
[X] Lore Update (AU): @eaglejarl's, @Velorien's, and @OliWhail's self inserts as a team in the chuunin exams.
[X] Lore Update (AU): @eaglejarl's, @Velorien's, and @OliWhail's self inserts as a team in the chuunin exams with Kishimoto as their sensei.
[X] Lore Update (AU): @eaglejarl's, @Velorien's, and @OliWhail's self inserts as a team in the chuunin exams.
HoooooOOOLY SHIT THATS SUCH A GOOD IDEA
 
Can you describe the mechanics? I don't know those rules and can't find them online. A mechanic for easily managing groups would be great.


Tangentially, I think multicombat has some nice features in DFRPG. You can all just punch each other and that's fine. On the other hand, teammates can work together by having everyone create aspects (via Maneuvers, Blocks, etc) that the last person in the chain can then tag in order to hit someone that they couldn't normally hit. At the same time, if the other person is so much better than you that you can't affect them at all then you're not going to land those maneuvers, so an army of genin is not going to take out a jōnin.

They're in the combat chapter (link). Short explanation, you basically group their health into one bar (so overkill on damage drops multiple targets) and use the working-together teamwork rules for actions (which is that you get a +1 to your roll for each helper that has the skill rated at +1 or higher). So, a gang of 4 mooks with +2 Fists and +1 each Athletics and Notice would be rolling at +5/+4/+4 until the PCs started taking them down.

On said tangent, yeah, I've seen very few systems that even come close to such simple yet interesting teamwork rules, and the choice between stacking Aspects vs acting together (the first can give bigger bonuses, the second is more reliable) makes sure there's always something you can do to help (though it may be risky).

[X] Lore Update (AU): @eaglejarl's, @Velorien's, and @OliWhail's self inserts as a team in the chuunin exams with Kishimoto as their sensei.
[X] Lore Update (AU): @eaglejarl's, @Velorien's, and @OliWhail's self inserts as a team in the chuunin exams.
 
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