Well, there is definitely enough to work with. In my opinion, it's a matter of whether or not you enjoy doing the deciding-work yourself.Does it give you enough meat to be workable? There's a "Jedi" thread somewhere here that talked about the person struggling with implementing it.
It goes without saying, really, but we are all working from a different 'baseline'.They're both toolbox games, so some comparison is possible, but beyond that they both use Fate dice, aspects, and fate points, that's where the similarities end. Core is a basic, straightforward system that gives you the universal feel without being pejorative generic, and it does so with a few fairly broad frameworks. Not much math or number crunching involved. Strands goes the opposite tack, making everything about balance and numbers, inflating an arguably already bloated system into a mechanical mess. That's my view at least, lots of people play and love Strands, and I'm not saying they're doing it wrong, but heavy mechanics tacked into a rules medium-light game is the wrong way to go, in my mind. Core or Accelerated all the way.
This isn't entirely accurate. There are default mechanics for a pistol: It's one of a number of things that justifies you using the Shooting skill.In FATE Core, there are no default mechanics for a pistol.
Yes, that's a better way to phrase it.This isn't entirely accurate. There are default mechanics for a pistol: It's one of a number of things that justifies you using the Shooting skill.
I think it's more accurate to say that the default mechanics don't differentiate between a pistol and a rifle and any of the various items that provide the same justification for using the Shooting skill.