@JonathanHobbs Personally, I have a philosophical preference for approaches; skill lists define and delimit the kinds of actions you can take unless they're crafted really carefully.
A glance at a skill list will tell you the kind of game you're in: D&D 3.5 is a game in which knowledge is hoarded and physical ability takes precedence over mental skill.
So for a system like Fate where narrative is supposed to inform mechanics (rather than the other way 'round, like D&D or Ars Magica), it feels strange to have skill lists. Even though they're more like guidelines, and groups are encouraged to adjust them to fit the desired experience, the very existence of a skill list imposes mechanical limitations on the way players think about their actions.
Approaches do the same, but in a much more narrative-encouraging way: instead of "What do my skills say I should do to get the highest bonus and how can I massage the narrative to accomodate that meta-mechanical desire?" players find themselves asking "How do my approaches say I should act to get the highest bonus?"
@JonathanHobbs Skills are more D&D-like: Athletics, burglary, crafts, lore, shoot, stealth, etc.
"Things I'm good at doing."
They provide the same benefits to rolls as approaches, but approaches are the way you do something, not what you're doing.
So in Core if I fire a gun at someone, I roll Shoot.
In Accelerated, if I fire a gun at someone flashily, I roll a different approach than if I fire it sneakily.
Nearly all applications of the Fate engine use the skills system. I'm under the impression that approaches were invented specifically for Accelerated, as part of streamlining it to the very barest nature of Fate.
@BESW Oh! I can create my own skills? So I guess in a magic system, I'd have to consider whether I want a "magic" skill, or 3-4 magic skills categorising things somehow (like: black magic, white magic, red magic and green magic; or the four elements, or...) and then add those to the skill list?
Or you could go a more DFRPG route: it uses Concentration and Discipline in tandem to determine the power you can summon and the power you can control.
If you'd normally need Investigation +5 to find a clue at the crime scene, you could call up 5 shifts of caster-skill to find the same clue magically. You'd also have to roll to see if you can control 5 shifts of magic, and you'd take one stress regardless of whether you controlled it or not.
So casters in combat can use their caster skills to attack and defend very well (you can get higher numbers more easily with casting than with normal skills because your damage is based on the total score of the attack, not just the shifts), but with the potential for losing control of the power at their command... and every spell you cast deals you at least one stress.
@C.Ross Right. Yes. Stress and consequences and not being able to take very much of either before people start being taken out or legs start being broken...
Because while throwing a fireball requires you to make one massive check for power and another massive check for control, in a ritual you have the time to accumulate that power 1 shift at a time, which is much easier to control.
And I'm guessing someone could actually interfere with your concentration and cause you to be unable to handle it suddenly?
I have it
Oh. Right. Yes. That would actually answer a lot of questions about that specifically - including how to make a system which wouldn't leave Grindelwald and Dumbledore both crippled mentally and/or physically after a few exchanges of spells.
As a parting observation, the great thing about making a 90 year old wizard, is that it's quite easy to justify 20 odd years spent skilling up without learning any spells.
I do hope this villain doesn't die in character creation. That would be... annoying.
@Lord_Gareth It sounds pretty funny to me actually. Sounds like it could well be frustrating sometimes, but I think I can have a little bit of faith in the game's designers that it's not pointless or sloppy.
Mind you, doesn't grill one bit with character generation systems I've been exposed to, but those were character generation systems for a different game.
@Sam as the author of top-rated answer to optimizing a Monk, which definitely has a lot of negative things to say about the class, yes, it's not half bad in gestalt, where its mostly-passive abilities are suddenly a plus, and you can combine its perfect saves with full-BAB and a large HD if you want, or else with spellcasting.
@Novian that's about how I feel about nWoD. I ~know~ the rules, but yet I'm constantly questioning my knowledge of them and how they apply to situations.
@BESW it is easy to go to either extreme and the line needs to be drawn somewhere. I don't believe my one opinion will alter things to how I believe them - but the site is a collective effort. Even though mods have more responsibilities than I, I'm not content to simply defer.
If it came down to "when you and the mods disagree, the mods win by default" then no one would see me on this site anymore