- High Concept: Good (+3)
- Trouble: Terrible (-2)
- All other aspects: Average (+1)
When you are asked to roll, you select the appropriate aspect and roll with its rating. If your trouble applies, you have to roll at terrible (-2). FATE points can be used as usual to invoke and compel aspects. So, if you are rolling your " Sole Mage-Priest of the Moon Goddess" aspect at good (+3), you can still invoke the same aspect to get an additional +2 to the roll. You can even invoke your trouble aspect, in case you think it'll help.
Stunts templates will drop the approach from their wording and it is probably a good idea to limit the circumstances in which it applies some more, as without approaches stunts become more broadly applicable. Thus the stunt template for the +2 bonus would look like this:
"Because I [describe some way that you are exceptional, have a cool bit of gear, or are otherwise awesome], I get a +2 when I [pick one: attack, defend, create advantages, overcome], when [describe a circumstance]."
Milestones will also change a bit:
- Minor milestones allow you to switch the ratings between two aspects as long as it is not your high concept or or trouble aspect instead of allowing you to switch ratings between two approaches.
- Significant milestones allow you to raise the rating of an aspect by one, as long as it is not your trouble aspect. No aspect may be raised to a higher rating than the high concept aspect. The high concept aspect may be raised as high as superb (+5).
- Major milestones will remain unchanged.
In FAEntasy I could see this hack working. The high concept aspect and some other aspects are based in your classes. Thus, getting rid of approaches will tie your character concept to a rating, kind of like the approaches as classes that I initially proposed.