I'm quite aware that infinite use stuff like Ragnell and Amiti exist, but they're really damned rare in-game for a good reason. Conversely, the vast majority of Heroic Spirits start
with the equivalent of an FE legendary weapon (quite literally, in cases like Gae Bolg), which they rely on exclusively for combat. You have to either completely break the spirit of FE and just give them all infinite-use starting weapons that are so good that they'll never use anything else, thereby greatly diminishing the game's tactical options, or you completely break the spirit of Fate by creating non-canonical reasons why their N Ps
will break after x uses so they have to rely on storebought weaponry. It's jamming a square peg in a round hole, no matter how you tackle it.
Your idea of turning Excalibur into a skill% activation is another example of this. From a strictly mechanical POV, it fits with established FE gameplay, but it completely goes against the spirit of Fate canon. Excalibur is something that Saber has to consciously use at the cost of large amounts of prana, not something that just randomly activates as a bonus when she attacks. It doesn't acknowledge the big difference in range and Ao E
between the two moves either, though admittedly both are hard to represented within FE mechanics anyways.
Fire Emblem gameplay is built around leveraging a fairly simplistic set of mechanics along with finite resources (breakable weapons, permadeath) to yield more meaningful tactical decision trees in-battle than more SRP Gs
with broader arrays of unit mechanics like Final Fantasy Tactics or Super Robot Wars, which tend to have crazy gamebreaker options that even the easiest FE games can't compare against. Meanwhile, Fate (and Nasuverse in general, for that matter), not being confined by actual gameplay for the mechanics to work within, is full of extremely elaborate rules and abilities and exceptions to the aforementioned rules that aren't easily modelled by a relatively simplistic gameplay system like FE's. You can try to squeeze it into the framework of an FE game if you really wanted to, but you'll end up with either characters who barely even resemble their canonical Fate versions or game mechanics that are modified so heavily they're closer to a more conventional SRPG than they are to Fire Emblem. Personally, it just makes more sense to start with a set of gameplay mechanics that are closer to the spirit of Nasuverse to start with than to try and hack FE into something suitable.
edited 16th Apr '12 7:53:38 PM by RandomDude