@BESW One of the best things about 4e for me as GM was its cavalier attitude to monster building. "Here are the expected stats for this level, go nuts with abilities". Because following those requirements in 3.5 when you use character creation rules to fulfill them, each time? Gods no.
That's why my "epic" (level 17-ish) 3.5 campaign died: I've literally spent a day statting up an NPC wizard, only to have him die in the first round without going once.
High-level mechanics: instead of ability stats, a character is defined by a set of short, pithy phrases that describe something about his nature, ability, gear, or relationships. These are called "aspects," and can be used to justify actions and make his life easier or harder.
Characters also have "skills," which are added to a roll of four Fudge dice in order to determine the result of actions they take.
Each character also has at least one "stunt," which either provides a bonus to a skill roll in a specific circumstance or in some way alters the rules for that character (like letting you block Shoot attacks with Fists, or automatically succeeding on one Lore check each session).
The only other primary mechanic (and Fate has no real subsystems at all except what stunts provide) is a game currency called "Fate points."
Dice rolls in Fate are also on a tight bell curve. The highest roll is +4, the lowest is -4, and both are extremely uncommon. +0 is the most likely roll, with most rolls likely to be between +2 and -2. This makes the fact you have +3 in a particular skill very significant, compared to how swingy and random a d20 roll can be (until you start having modifiers of 30 points or so).
You gain Fate points when something complicates your life or makes things harder for you, and you spend them for advantages--it can be as simple as a bonus to a roll, or you can use Fate points to declare things to be true which will help your character.
Between the use of Fate points and some interesting applications of skills, players in Fate have a level of game-building agency which is unusual in most traditional RPGs; the GM is more like "first among equals" than the absolute creator of the game world and plot.
Fate is designed to tell collaborative stories about people who are dramatic, competent, and proactive. It aims for narrative authenticity rather than realism, and assumes that the group wants to work together to tell interesting stories.
user61230
Hmm. It sounds like something I'd have to play once or twice to get the feel of.
It is setting-agnostic, and the Fate Core manual has indepth discussions about how to represent worlds and the things in them at a level appropriate to the story you're trying to tell.
Fate has been used as a basal engine for other games, probably most notably the Dresden Files RPG.
The Fate Core manual is available here for Pay-What-You-Like, including free.