Fate Core vs Modos 2
Compare Fate Core and Modos 2 side by side. See differences in complexity, dice, genre, and more.
| Fate Core | Modos 2 | |
|---|---|---|
| Genre | Universal | Universal |
| Tags | Narrative, Fiction-First, Character-Driven, Collaborative, Tag-Based, Toolkit, Worldbuilding, Rules-Light, Social Combat, Strong GM Support | Toolkit, Modular, Hackable, Classless, Character Building, Tactical, CC-Licensed Rules |
| Core Mechanic | Roll four Fate dice and add a skill rating to compare with the opposition. Spend Fate points to invoke a relevant aspect for +2 or a reroll. Accept an aspect-based complication to gain a Fate point. | When an outcome is uncertain, roll a d20 and add the relevant Physical, Mental, or Metaphysical attribute bonus, any applicable skill points, and difficulty. The Guide rolls for an opponent or the difficulty. The higher total earns a Pro result, and the lower earns a Con. A tie may be neutral or rerolled. A player can take half instead of rolling or spend a hero point for an extra d6 when their character concept applies. |
| Dice | 4dF | d20 |
| Complexity | Low | High |
| Availability | Free core rules | Free core rules |
| Runnability | 5 of 5 book tools | 4 of 5 book tools |
| License | CC BY 3.0 (SRD) | CC BY 4.0 (Rules Catalog only); all other material all rights reserved |
| Third-Party Publishing | Commercial publishing allowed — Open license | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Evil Hat Productions | Michael Terlisner |
| Year | 2013 | 2018 |
| Languages | English, French, German, Spanish, Portuguese, Italian | English |
| Best For | Groups who want to build their own setting and follow capable heroes through personal complications and dramatic conflicts. | Groups wanting a genre-flexible, classless campaign toolkit that can scale from simple contests to structured action scenes. It suits a Guide comfortable choosing campaign assumptions and assembling rules modules rather than running a fixed setting. |
| Highlights | Compels turn character weaknesses into story complications that earn Fate points. Creating advantages gives allies free aspect invocations to combine for decisive actions. Conceding a conflict preserves some control over defeat and earns Fate points for later scenes. | The same opposed d20 contest resolves physical, mental, and metaphysical uncertainty, letting a campaign change genres without replacing its basic procedure. Acting on a character's flaw against their goal can earn hero points, turning complications into bonuses for later contests. Numbered rule dependencies and interchangeable modules give groups an explicit process for changing the game instead of relying on unsupported house rules. |
| Considerations | Aspect use depends on agreement about which fictional details apply. Full character and setting creation can take an entire session. Magic and other extras require group decisions about permissions and costs. | Building a campaign asks the Guide to select its theme, curate option lists, set difficulties, and decide which modules apply. Default positioning uses abstract postures and range, so exact measured tactics require the optional Combat Crunch module. Broad skills, custom perks, and reskinnable powers rely on table agreement to keep character options comparable. |