Fate Fantasy

Some random ideas on playing fantasy in Fate.

Spellcasting

Explained Here

Magic Items

+1 armor/weapons, stat boosting: We don't bother with these, you're just assumed to have them. You're fighting dragons? You've got the magic items that make that possible.

One Use Items: Potions and such. Maybe a Resources roll at the start of each adventure / each treasure hoard / town with a bazaar of the bizarre? Whatever you roll is how many of those items you get? Or your Resource stat is how many you get and you make a roll at each opportunity to replenish 1, 2 with style?

Rings and Such (Permanent Items): Don't know. Should maybe be an Aspect for something cool. Or maybe a stunt. Or maybe it becomes gear. Maybe it becomes an extra character like spells? Everyone gets this character? Or just add extra skill slots? (Do they have skill rolls?). Thinking of items like Ring of Invisibility, Cloak of the Bat, Boots of Speed, etc.

Wands and Such (More than 1 use, but it does wear out): ??

Healing

To "Treat a Wound" you roll the appropriate skill. On a success, a 2 level consequence disappears while a 4 or 6 is moved down one level (4 becomes a 2, 6 becomes a 4). With style, move it 2. If the a lower level slot is not available (eg You fail to remove a 2 and have a 4 still), then you can't Treat that wound. Each consequence can only be attempted once with each skill type (so you get 1 shot at Lore to Treat, but could try again if you had Magic for example. Alternatively, if you had both, one of those skills could assist the other one), each attempt takes 10 minutes, and has to be done within the hour of getting the consequence.

Lore: Can be used to Treat only a level 2 consequence.

"Healer" Stunt: Allows you to Treat a 4 or 6 consequence with the Lore skill.

Natural Healing: After a week of resting, you can Treat any consequence with a Physique roll

Magical Healing: You can Treat with a magic spell following all the rules as above (takes 10 minutes, etc.). Each can attempt to rush a Healing spell at a -2 for it to take only 1 action. This counts as the one attempt for that consequence.

Scale

The game is assumed to be at a certain "scale" - maybe thing of it as Low, Medium, and High. The monsters and opponents you face will be assumed to be at your same scale: You're capable of fighting and defending against them and they are capable of fighting against you. You're assumed to have the magic items needed to do that.

Attempting to fight something at a higher scale -- say beginning PCs (low) vs a Dragon (high) -- you just can't do it. We're not rolling dice, the dragon simply wipes the floor with you. Similarly, if you're fighting something at a lower level, you wipe the floor with them, no dice required.

Exception 1: The GM might say it's possible, but we give the Higher powered entity +4 to all of their rolls rather than saying they just win.

Exception 2: While a high level party is capable of battling a Frost Giant, the party wizard probably can't arm wrestle the giant while the fighter can. We can assume the fighter has magic items that gets his strength at the same scale as the giant while the wizard likely wouldn't.

This is in very narrow circumstances only. If the giant is attempting a Create Advantage with Physique during a battle - the wizard still gets to roll defend against that as normal.