Monday, November 4, 2013

Fatefinder - Converting Pathfinder Skills to FATE Core

My game group is at an odd crossroads.  Some of us want to explore new game systems, and others are committed to the status quo.  None of us really want to quit playing pathfinder, but most of us could stand a change in the system.

Enter Fate Core.  This system prides itself on being "Hackable" and able to fit any setting.  So can it handle Pathfinder?  Specifically, can it handle the Wrath of the Righteous Adventure Path?  Mythic Levels?  I don't have all of those answers yet, but here goes the first post of many into a conversion process.

You will be able to find other conversions online, and they are all quite good.  I had no qualms with these other systems, but stubbornly enough, wanted to reinvent my own wheel.

So here is the first step in the process.  Taking the Fate Core skills, and merging them with Pathfinder skills, saves, attacks, and magic.  At this point, I'm not sure what to do with the primary ability scores, right now, I just don't plan on using them.

Fate revolves around skills to do most things in the game, and there are fewer of them then there are pathfinder 'skills.'  Job 1 is to merge somethings into the Fate skill system.  So here is the list I came up.  The name on the left is the name of the skill for my game.  The  skills in parentheses are what pathfinder skills it will cover.

Fatefinder Skills:
Athletics (Acrobatics, Climb, Swim, Escape Artist)
Burglary (Stealth, Sleight of Hand, Disguise, Disable Device)
Speechcraft (Bluff, Diplomacy, Intimidate, Linguistics)
Investigate (Perception, Appraise)
Lore (All of the knowledge skills)
Profession (Craft: All, and Profession: All)
Nature (Handle Animal, Survival, Ride)
Fly (Fly)
Heal (Heal)
Sense Motive (Sense Motive)
Initiative (Initiative)
Melee (melee attack rolls, CMDs, CMBs)
Ranged (Ranged attack rolls)
Fortitude (Fort Saves)
Reflex (Reflex Saves)
Will (Will Saves)
Divine (Allows for Divine Spells, UMD, Spellcraft)
Arcane (Allows for Arcane Spells, UMD, Spellcraft)

That's all I have for now.  More to come.  What are your thoughts?


  1. We recently converted from Pathfinder to FATE. We ditched the ability scores completely and used the following FATE skills. As you can see, there are some things that got combined pretty coarsely because we don't use them much.

    We handled spells as normal rolls that are just a little bit awesomer; you have to take some kind of aspect that shows you're a magic user to use them. I put a few such examples in there as well.

    Athletics (Acrobatics, Climb, Fly, Swim, Reflex Save, defend vs Shoot, Teleport)
    Charisma (Diplomacy, Perform, Sense Motive, Charm Monster)
    Contacts (no PF analog)
    Deceit (Bluff, Disguise)
    Engineering (Craft, Disable Device, Wall of Fire)
    Fight (Attack, Trip, Disarm, defend vs Fight, Burning Hands)
    Knowledge (Appraise, Knowledge, Linguistics, Spellcraft)
    Perception (Perception, Scrying)
    Survival (Handle Animal, Ride, Survival, Heal, Talk to Animals)
    Physique (Fort Save, HP, Bull Rush, Mage Armor)
    Provoke (Intimidate)
    Resources (no PF analog)
    Shoot (Ranged Attack, Fireball)
    Stealth (Sleight of Hand, Stealth, Invisibility)
    Will (Will Save, defend vs Provoke)

  2. I've had a going theory of doing pathfinder, but turning Spells into Approaches like in FAE. Each class has its own way of approaching a problem, so each could be its own "Approach" to handle that.

    The next bit would be to let players have stunts they can use to modify or expand their spell access. I'd be hesitant to restrict them at all, eh. You could use stunts to just model what levels need to do anyway, to a degree.

    As for Mythic levels, couldn't you let that be a new Aspect slot players unlock if they obtain Mythic power? Just a thought.