Fate Core vs METTLE Core
Compare Fate Core and METTLE Core side by side. See differences in complexity, dice, genre, cost, and more.
| Fate Core | METTLE Core | |
|---|---|---|
| Genre | Universal | Universal, Modern |
| Play Style | Narrative, Rules-Light, Collaborative, Cinematic, Improvisation, Theater of the Mind, Low-Prep, Roleplay-Heavy, Drama, Freeform Magic, Open Source, Tag-Based, Social Combat | Pulp Action, Cinematic, Toolkit, Hackable, Open Source, Rules-Light, Theater of the Mind, Narrative, Classless, Fast-Paced, Fiction-First, Random Tables, GM-Friendly |
| Core Mechanic | Roll 4 Fudge dice + skill vs. difficulty. Spend/earn Fate points to invoke aspects. | Roll a pool of d6s equal to the Attribute being used. Dice showing 1, 2, or 3 are summed as the Score; dice showing 4, 5, or 6 are counted as Edge. The Check succeeds if Score meets or exceeds the Difficulty (Routine 1 to Nigh Impossible 15), and Edge measures how well it went. On a failure with Edge, the player may call for a Twist — accept a complication proposed by the rest of the table, then reroll the Edge dice for a second chance. Initiative passes from the acting character to the target of their Action, who becomes the next to act. Mettle (Motive + Nature) acts as a combined morale and damage track, and characters may Surge by spending Mettle for bonus dice on critical Checks. |
| Dice | 4dF (Fudge dice) | d6 dice pool |
| Complexity | Low | Low |
| Accessibility | Very High | Very High |
| Runnability | Very High | High |
| License | CC BY 3.0 | CC BY 4.0 |
| Cost | Free (SRD) | $ |
| Publisher | Evil Hat Productions | Planarian Games |
| Year | 2013 | 2021 |
| Best For | Narrative-focused groups who want to tell collaborative stories in any genre with minimal rules. | Groups who want fast pulp action-adventure in the vein of Indiana Jones, James Bond, or Tales of the Gold Monkey, with a hackable toolkit they can bend toward detective stories, wild-west gunfights, post-apocalyptic survival, or grounded science fiction. |
| Highlights | Genre-agnostic, encourages narrative play, free rules | Score-and-Edge dice pool reads two outcomes from the same roll: whether the action succeeds (Score meets Difficulty) and how well it went (count of 4–6 dice). Player-invoked Twists let a failed roll be reframed as a messy success in exchange for a fictional complication chosen by the rest of the table. Six-attribute character sheet (Calling, Culture, Frame, Motive, Nature, Poise) replaces classes and skills with player-written Descriptors that justify which Attribute applies to a given task. Initiative passes from the acting character to the target of their Action, eliminating turn-tracking and tying combat order to who is acting on whom. |
| Considerations | Aspect economy demands constant creative input which can exhaust players, character differentiation can blur with freeform aspects, requires system mastery from the GM to run smoothly | Toolkit framing means the book provides scaffolding (factions, NPC seeds, sample castaway adventure) rather than a fleshed-out setting — groups expecting a defined world will need to build or borrow one. Mettle does triple duty as morale, hit points, and a spendable resource for bonus dice, which can take a session to internalize. Twist resolution depends on the rest of the table proposing complications, which slows play if the group is hesitant to add fiction. |