ParanetOnline

The Dresden Files => DFRPG => Topic started by: Crion on April 02, 2013, 12:15:59 AM

Title: Powers vs Aspects: DFRPG & FATE Core
Post by: Crion on April 02, 2013, 12:15:59 AM
I've been reviewing a few and doing my own kitbashes recently, and I hit the same question every time: would it be easier to have powers cost Refresh like we see in DFRPG, or make them using the "Extras" chapter of FATE Core?

Has anyone else run into the same thing? If so, what sort of compromise have you reached?
Title: Re: Powers vs Aspects: DFRPG & FATE Core
Post by: Sanctaphrax on April 03, 2013, 02:14:59 AM
I prefer Powers to Extras, personally.
Title: Re: Powers vs Aspects: DFRPG & FATE Core
Post by: InFerrumVeritas on April 03, 2013, 02:34:22 PM
Extras are really a way to have the cost of things be played different ways.  I think for DFRPG powers work really well.  But they don't work well for all genres, which is what Fate Core is written for. 

Personally, I prefer how stunts are structured in Fate Core.  I also think that a 1 refresh power should be equal to a stunt.  DFRPG was not designed with that in mind, however.
Title: Re: Powers vs Aspects: DFRPG & FATE Core
Post by: Haru on April 03, 2013, 02:52:16 PM
If I have read it correctly, Powers are just a special kind of extras. Page 278 in the latest pdf has a Fate Core writeup of the strength power, including the refresh cost.
Extras just give you a broader way of handling things, like for example requiring to add a skill to the characters sheet in order to use magic, so his magic doesn't cost refresh, but limits his range of other skills.
Title: Re: Powers vs Aspects: DFRPG & FATE Core
Post by: Crion on April 12, 2013, 02:40:05 AM
Honestly, the more I run non-Dresden games using DFRPG, the more I think IoPs would be better fit to Extras instead of as a power. That, personal contacts and equipment (ships, crazy technology, favourite gear and the like) seem to fit better this way.

Anyone else noticing that?