Approaches, Actions, and Outcomes

Approaches

The term "approach" indicates the various ways your character deals with the many different problems that come up throughout the course of the game. Every character has the same list of approaches, though individuals may be better at handling problems in a particular way. A character's high concept informs the player how a particular approach to a problem manifests itself. For instance, let's say the party comes across a locked door that they need to open. Both the wizard and warrior characters may have Force as their highest approach (Good +3). The warrior would roll Force when she tries to kick it open. However, when the wizard attempts to forcefully open the door, he would use a spell. Just as the warrior can't cast a spell that would blow the door off its hinges, the wizard shouldn't necessarily be able to physically kick it open. In the case of the wizard, he would cast a spell that has the same effect. Even more than the standard six ability scores used in other games, approaches say something about the kind of person he or she is.

At character creation, you may assign bonuses to each of your character's approaches. Pick one approach to be Good (+3), two approaches at Fair (+2), two at average (+1), and one at mediocre (+0). Below are descriptions of how each approach may be used during the game.

Creativity

Use creativity when doing something that requires you make, build, or perform in some way. An artist may use this approach to play his instrument, while a spellcaster may use it to summon forth an elemental to fight his enemies. Gnomish tinkers use this to build, fix, or improve machines. A warrior might use this approach to come up with a war strategy for defeating a stronger enemy.

Finesse

Use finesse anytime a light touch is called for. For instance, picking a lock, picking a pocket. A cleric of Mishakal might use finesse to heal a sensitive wound, or a charismatic leader may use it to talk their way out of trouble. You can also use finesse in a fight when you are trying to attack an opponent without being seen.

Force

Use force to bash in a door, punch a goblin in the face, or cast a fireball at an enemy. The counterpart of finesse, force is never subtle.

Guile

Attempting to misdirect someone, feinting in combat, casting a spell to make someone or something invisible, trying to hide from your enemies, and lying to someone are all examples of using guile. Basically, this is used when you want others to believe something false.

Reason

Use reason anytime you are using your head to noodle out a problem, do research, or try to remember some piece of lore about the enemy you're fighting to give you an edge in combat. Anytime you are attempting to apply yourself mentally to a task, you're taking a reasonable approach.

Spirit

Spirit is used anytime you want to impose your will on another character in the story. Making a convincing speech, enchanting the goblin with a spell, intimidating an enemy, or commanding people in battle are all examples of how your spirit can be used.

Actions and Outcomes

The four actions (Create an Advantage, Overcome, Attack, and Defend) and their associated outcomes work exactly as described in Fate Accelerated Edition (FAE). Nothing has changed there. For a quick refresher on how these work, click on the link below.