Fate Core vs Modos 2
Compare Fate Core and Modos 2 side by side. See differences in complexity, dice, genre, cost, and more.
| Fate Core | Modos 2 | |
|---|---|---|
| Genre | Universal | Universal |
| Play Style | Narrative, Rules-Light, Tag-Based, Freeform Magic, Social Combat, Improvisation, Open Source | Toolkit, Modular, Hackable, Classless, Character Building, Tactical, Open Source |
| Core Mechanic | Roll 4 Fudge dice + skill vs. difficulty. Spend/earn Fate points to invoke aspects. | 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 (Fudge dice) | d20 |
| Complexity | Low | High |
| Accessibility | Very High | Very High |
| Runnability | Very High | High |
| License | CC BY 3.0 | CC BY 4.0 (Rules Catalog only); all other material all rights reserved |
| Cost | Free | Free |
| Publisher | Evil Hat Productions | Michael Terlisner |
| Year | 2013 | 2018 |
| Best For | Narrative-focused groups who want to tell collaborative stories in any genre with minimal rules. | 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 | Genre-agnostic, encourages narrative play, free rules | 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 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 | 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. |