In canon, it was more Tobi's interference that caused Minato and Kushina to die, and only then because of a self-sacrificing technique. If it hadn't been for that, I am fairly sure he would have figured out some other way of doing things.Still... a Tailed Beast on the loose ought to have Scale that trumps everything. These things can take out entire clans of ninja when unleashed, and slaughter Jounin. Minato Namikaze was a genius and at the Kage level, and even he had to die with Kushina in order to seal away the Kyubi. I suggest that if Legendary/Kage occupy the highest Scale of ninja, then Tailed Beasts have the next highest Scale, and may apply it in either physical combat or supernatural techniques/powers. However, they also all have the aspect "____ Tailed Beast" as their High Concept, which allows most people to figure out that if you spend a Fate Point to compel that aspect, the Tailed Beast probably can't apply Scale to defend against stuff like Sealing. And Seal Techniques to control the Tailed Beast probably are some serious "ritual magic"/fuinjutsu to even allow an attempt at beating the defenses of a Tailed Beast, or denying it the option to use Scale in its defense.
Firstly, I'd like to say that I'm better versed with Fate Accelerated stuff, but a lot of things hold the same no matter whether you're using Fate Core, Accelerated, DFRPG (which was released before Core came out, and had some odd bugs iirc), or DFAE.So, something worth considering before solidifying FATE as the new system: What sort of things would the current seals we have provide?
See, that's the part I'm worried about. At the point of "Seals are just fancy ways of Creating Advantage"... what's the point in being a sealmaster, again?If it's not already clear, the Seals the team currently uses are either A) Attacks of various sorts, resolved normally through combat; B) Create an Advantage actions of various sorts; C) Temporary stunts to allow faster movement or fudge the rules a bit like attacking everyone in a zone without splitting shifts or move to zones that can't be gotten to normally.
Seals are either an application of various Approaches (in FAE), or the result of application of the Crafts skill (unless Fuinjutsu falls under another skill, or is simply an independent skill of its own). You either use your own approach/skill, or maybe a static value based on the skill of the seal's creator (probably a static of Fair +2 or Great +4). I dunno, hadn't really thought that far ahead.
The thing is, part of the reason the QMs are changing systems to begin with is to make it easier to come up with mechanics for stuff like seals and techniques: That's the reason we're considering GURPS and HERO. Saying that the system is rules-lite, in that context, is a bad thing.The difference is that, without sealing, you can spend an action to create an advantage for a +2. With sealing, you can make fog bank, or an earth wall, or what-have-you. While the amount of strict mechanical bonus advantages give to your roll is set, the different things are still whatever they happen to be - fog blocks line of sight and can be used for appropriate jutsu, earth and air domes are physical objects that act as any other would in their place, Skywalkers let you run straight up, etc. Heck, even the macerator probably lets you create an advantage at a whole group of enemies (making it easier for your whole squad) instead of just the one.
Aspects and Advantages are things that are there, are true in-world, and have any common-sense effects such a thing would have. Fate deliberately avoids building mechanics for every possibility, and instead just says "Here's the default way to interact with an Advantage or Aspect: Tag it for a +2 to your roll. Things that are true are still true, though, and should have appropriate effects for whatever that happens to be". So, if you make an Air Dome - that isn't necessarily an Aspect or Advantage you'd tag in the normal way, instead it'd be a barrier you're hiding behind, the same way as if you happened to find a round piece of metal and hide under it (representing it as an obstacle for other people to try to Overcome, as mentioned above, would probably work fine - they can't get at you unless they break the dome or otherwise neutralize it). Skywalkers and Skytowers aren't game-changers because they're easy to tag for a +2 (though that's nice) - they're game-changers because being able to set up towers in the sky without a tower underneath is a huge scouting and camp security edge, and because running in 3D is way more versatile than running in 2D.
See, that's the part I'm worried about. At the point of "Seals are just fancy ways of Creating Advantage"... what's the point in being a sealmaster, again?
I dunno, maybe I'm just not getting it, but it seems like, well, we'd have that anyway. The concept of 'permissions' doesn't really change that Hazou would have been as well off doing something less imminently-lethal to himself than sealing. In the old system, you got real, tangible benefits from sealing without having to spend XP on the benefits themselves. Sure, you needed to learn sealing to the point where you could do the sealing, but you didn't need to spend XP to learn to use macerators or skywalkers.It's also the concept of "permissions" that having an aspect like "Sealmaster" affords you. I mean, sure, you could Create an Advantage to do a lot of the stuff that Seals would be doing the normal way, using other skills and straight up ninjutsu... however, one probably doesn't have the Aspects to back up having such an array of ninjutsu techniques under their belt. Not to mention, some things fall outside the purview of what having an Aspect allowing for Ninjutsu would let you have. Like the limitations of your Element Affinities as well as what ninjutsu you've actually learned or have clearance to learn.
By having the "Sealmaster" Aspect, you make it true that you have Seals, and because you have Seals, you can make Advantages that others can't, and attack in ways that others wouldn't be able to without extensive knowledge of ninjutsu and a massive active technique library.
He said to me, "I can't enjoy it anymore since (playername) whispered the secret that I now can't unsee... everything is just +2." By which he meant that there was no way to distinguish a big advantage from a small one.
If it's lower, you're frequently better off just making a roll to attack/overcome.Is there a reason the GM couldn't add more variety? Make the bonuses range from +1 to +3 depending on the circumstances?
I dunno, maybe I'm just not getting it, but it seems like, well, we'd have that anyway. The concept of 'permissions' doesn't really change that Hazou would have been as well off doing something less imminently-lethal to himself than sealing. In the old system, you got real, tangible benefits from sealing without having to spend XP on the benefits themselves. Sure, you needed to learn sealing to the point where you could do the sealing, but you didn't need to spend XP to learn to use macerators or skywalkers.
Is there a reason the GM couldn't add more variety? Make the bonuses range from +1 to +3 depending on the circumstances?
under the old system sealing had an unfair advantage and it might not anymore
This, basically.But that's... kind of the point though, right? We identified a system in the game rules/universe that could be exploited and then built our entire character concept around using that.
But that's... kind of the point though, right? We identified a system in the game rules/universe that could be exploited and then built our entire character concept around using that. We saw a universe where everyone was walking around with closed eyes, for fear of being blinded by the light, dared to open our own eyes, and you're now proposing that "under the old system, eyes had an unfair advantage" and instead lets use a system where eyes give a +2 to echolocation.
I realize that's a bit of an unfair representation of your argument but that's kind of how it seems to me.
@Briefvoice, although I agree with you on settings that are already fully developed, or for settings that are still new and unexplored, we're currently in a position where your model hits a failure-state.
I think that in a universe where aspects of the universe are being created in response to the character's actions, and the character's actions are being chosen in response to the mechanics, you are then, in a sense, "locking in" the relative powers of different aspects of the mechanics into the narrative.
For example:
Sealing is powerful in the original mechanics -> the playerbase sees that and decides to build Hazou as a sealsmith -> Hazou in-universe learns to be a sealsmith -> Hazou is shown in-universe doing powerful things with seals because of their powerful mechanics -> seals are powerful in-universe.
At that point, using mechanics that nerf Sealing is going to go against the in-universe narrative, not just mess with the players' munchkinning.
Sealing can already do anything within the limits of your sealing skill, though...?Okay, can we pull back for a minute? If the new rituals are based on the Dresden Files RPG, then sealing will almost certainly be based on Ritual Casting/Thaumaturgy in the game.
And I'm going to tell you something... that means that sealing will be ungodly, game-breakingly powerful. Because Ritual Casting is. Forget all this shit about pulling out a seal in combat and using it. That may be nerfed a bit, but that's a mere side issue.
Ritual Casting is so powerful because:
1. It can do anything within some very broad, narratively directed limits.
2. It can general unlimited shifts if you're willing to put the time and effort into building your ritual. You want to generate a level 30 result that lasts for 100 years? It can do that!
So if Sealing = Ritual Casting, don't worry a bit about it being depowered.
You want to create a floating sky-fortress of doom? Sealing. You want to shift an entire village into another dimension to hide? Sealing? You want to trap a tailed beast in a human soul? Ritual casting totally provides the mechanics for how to do that, so the game will tell you how to do it with Sealing.
Here's the trade-off you're going to get. Sealing will probably be a bit less useful in combat, and in return all of the really big effects that the playerbase has dreamed of will be far more within reach.