Assuming OliWhail hasn't picked this up already...
[X] Lore Update (AU): eaglejarl's, Velorien's, and OliWhail's self inserts as a team in the chuunin exams with Kishimoto as sensei
@eaglejarl @Velorien @OliWhail
My thoughts on FATE/DF:
First off, I think rather than using the milestone system, I think it would be better for MfD if training-time was used as the metric for advancement, similar to how XP was before. This would allow for, for instance, whatever skill Sealing is to take more time to learn than, I dunno, basics-of-punching-people
I'm mildly anxious about using Ritual Casting for the basis of sealing for reasons I've mentioned over the past few pages -- particularly regarding combat effectiveness, as it's something we've built Hazou around to large extent. I had some ideas for how to beat the system into working well, though. If you could figure out a way to convert between FATE-numbers (or whatever adjustments you use re: larger numbers for MfD-Fate) and HERO-or-GURPS-numbers, you could use the two latter's balanced-
ish rules for inventions, etc to determine sealing difficulty. Heck, if you wanted to get really complicated with the conversions (you don't), you could just stick to MfD-system for sealing specifically (it would certainly make calibrating risk easier for the players
).
Depending on how 'exciting' of mechanics you want for this, I had a few thoughts as well:
To properly calibrate for chakra boosting, you could do something like increasing the number of fudge dice rolled and making them 3[+], 2 blank, 1[-] instead, scaling number of bonus fudge dicebased on skill level/chakra spent, similarly to MfD-system (speaking of, we need something to
call the old system). Alternately, you could adjust the system to be d12 instead so as to have the ability to change the fudge dice numbers in a more granular fashion.
Iron Nerve could reduce the number of - on physical dice by one in addition to other more narrative benefits like no-roll scribing.
Combat Frozen Skein could be something like starting out at 5[+]/1 blank while active for the first time it's used, and every dice after while not recovered given an additional [-].
These bloodlines may want to be given more room for growth -- I'm not sure how to handle that.
I'll do more research into DF over the next while and see what I can come up with regarding solutions to Ninja Magic, Sealing, and Chakra.
Regarding HERO:
I'm not gonna lie, my main problem with this system is the limiting nature of the power level system. It really,
really grinds my gears that it effectively prevent Akane from punching over her level with a combination of macerators and explosive punching.
That overarching problem aside, the system seems particularly well suited, though I worry that it seems a little too... I dunno. I get weird vibes from d20 systems overall, mostly because 3.5 is a horribly balanced mess as you in particular, eaglejarl, well know. Stuff like the Advantage system being too easy to take advantage of at the power levels we're at, and Victory Points seem flat out unsuited for the setting, though they could probably be reworked into Chakra Points with some effort (and removal of options).
I haven't done as much looking into HERO as I have into Fate, so I can't say too much on the topic; I'll look into it some more later.