
Hey everyone, As I wrote in my introduction post, I have yet to run a game of FATE, but have familiarized myself with the Core rules as much as possible. I would like to know people's opinions on how I should customize the FATE core rules to fit my setting. A quick background on my setting, without diving in specifics: High Fantasy; High Magic; various fantasy races and human cultures; 10 elemental gods, each with their own elemental race; magic domains for each element/god. I was planning on creating a skill for each Domain of Magic (i.e. Fire, Water, Air, Earth, Metal, etc.). The magic system would work like this: Permission: One aspect reflecting that you have the ability to perform magic. This aspect must be taken when you create your character, not through character advancement. (i.e. Magician, Mage, Wizard, Warlock, Sorcerer, etc.) Cost: A +2 or +1 skill slot for your initial Domain of Magic, thus setting the skill cap for all of your magic Domain skills. For each Domain learned afterwards, a skill slot of equal value or less than your initial Domain of Magic. New domains can be learned at Minor Milestones (by switching one of your +1 skills with a new Domain skill) or at Significant Milestones (by spending your skill point on the Domain). Only at Major Milestones can you can increase your initial Domain beyond the skill cap of +2, thus increasing the Magic skill cap for your other Magic Domains. Rules: When you make a roll to perform magic, add your Willpower skill and your appropriate Magic Domain skill.You can perform magic without any points in Willpower, but you cannot perform magic without points in the appropriate Magic Domain. The Magic Domains you are allowed to put points into are based on your race. If you are able to perform magic from multiple Domains at once (i.e. if you have a wand or staff), you roll as normal, add your Willpower, but only add the highest magic skill. The reasoning behind this is that the benefit you would gain from adding another type of magic is cancelled out by the difficulty of wielding both at the same time. (i.e. You want to throw a "Fireball." You use Air magic to pull together a sphere of combustible air, use Fire magic to ignite it. The benefit you gain from using Air magic to feed the combustion of the Fire magic is negated by the difficulty of dividing your will to wield magic from two different domains.) However, a common principle of magic is that if you tie or fail your roll, you may take mental stress or consequences in order to succeed - the value of the stress or consequence is equal to the number of shifts that it takes to bring the roll to a success. Actions: The actions described below each Domain are suggestions but are not the limits on how you can use your magic. Difficulty: Magic is inherently difficult to perform. Regardless of Domain, performing magic is almost never below a +4 (Great) difficulty as shown on “The Ladder” in the Fate Core System. Some types of magic are even more difficult. Also to balance Magic and Melee/Ranged Combat, I would be using the Weapon/Armor Ratings option (weapons automatically deal shifts of physical stress depending on the deadliness of the weapon; armor reduces physical stress taken depending on the type of armor). Because I'm adding 10 skills (and also splitting the Lore skill into History, Medicine, Nature, Religion, and Traditions), and because it is a game with creatures/heroes with superhuman powers, I was planning to play a game with a +5 (superb) skill cap. Also to balance Magic and Melee/Ranged Combat, I would be using the Weapon/Armor Ratings option (weapons automatically deal shifts of physical stress depending on the deadliness of the weapon; armor reduces physical stress taken depending on the type of armor). Because I'm adding 10 skills (and also splitting the Lore skill into History, Medicine, Nature, Religion, and Traditions), and because it is a game with creatures/heroes with superhuman powers, I was planning to play a game with a +5 (superb) skill cap. How does this sound? Has this method of adding skill bonuses together been used before for any games that you know of? If so did it work or fail? Secondly, what is the best way to include fantasy races in a FATE game? I think its obvious that ones race or culture should be part of one of their aspects (likely their Major Aspect). However, what benefit should a race give? Some races have permanent abilities such as flight or water-breathing, that I don't believe should require spending a fate point to use. How would you balance races without powers (i.e. humans) to be as good as races with powers? I suppose different races could start with different Refresh (less Refresh for races with special abilities). I could see some races having abilities that would require the spending of a FATE point, such as the ability to reduce damage (i.e. a fire sprite spending a Fate point to invoke their racial Aspect in order to reduce the shifts of stress she received from a Fire attack). Alternatively, I considered each race/culture would have certain Skills that it was naturally good at, that you couldn't use your +4 or +5 skills for any skills besides those. But when I attempted to make lists of skills for each, race, I didn't like the results, as it limited player creativity. What are some other options that have been used in other game settings? Finally, what methods do you all use to organize your main page for you FATE games. I know most of the layouts I have seen, have the names and aspects of each PC and then beneath Stress Boxes, Consequences, and FATE points (though I know some also use cards for Fate points). Then below that Game aspects, Situation aspects, Boosts, and NPC's. My question though, is there anyway to keep these things organized and easily movable. Attempts I have made end up messy and ugly looking. What are some tips and tricks you guys use? Those are my main questions for now. Thanks, Ben