It's a solid system for genre emulation, lots of neat narrative rules for making your character matter and a significant amount of content and subsystems you can plug in for various themes and settings.
Strangely though I'm more out going than my oldest and bestest friend. Papa Erik and Daddy Charles decide to take on the newest generation of mutants within the area, all orphaned and in need of foster care, and later, adoption. Kurogane is determined to see him lively again, but how can he get through without words?
I understand that Scissors can beat Paper, and I get how Rock can beat Scissors, but there's no way Paper can beat Rock. Why aren't sheets of college ruled notebook paper constantly suffocating students as they attempt to take notes in class?
I am running a game with a Solar Dragon, Raccoon Post Apoc Gadgeteer, steampunk squire, and a psychotic psionic in a multi dimensional threat sorta superhero esque game. It's good at what it does but by this point it's not particularly impressive.
Near everyone just doesn't seem to stand Mutants and Masterminds 3e, at least not the combat due to it being "swingy" and either enemies get absolutely demolished or attacks not doing anything at all (Although really, those few cases have been my fault in both enemy approach and calculation of defenses) and that they have to "wait" for an enemy to make their saving throw rather than being more "proactive" with their rolls. Aspects and the concepts it was working with were revolutionary when they first turned up, but by now they're kinda par for the course for narrative games.
Some can do it better than others, and some will find out they actually prefer more gamist-centered games instead.51330890Oh hey its you again.
I'll just repeat that combat does not have an optimal strategy, and for further arguments refer to previous threads where it has been explained already.In so many stories conflict is the center of storytelling, those climactic moments when everything comes to a head really mean something.And in my experience FATE just fails to capture that.Combat feels like everything else, at best, or annoyingly unsatisfying at worst, especially since the actual 'game' of combat is a solved puzzle by this point, with a single optimal strategy that's always best and no real variety in what you can choose to do.51330836tl:dr: Fate is a narrative-focused rpg.Those who come from a more traditional ones - say, D&D - need to do a perspective shift to grok it.Then when somebody claims to have beaten me with their paper I can punch them in the face with my ready made fist and say, oh, I'm sorry, I thought paper would protect you, you asshole!