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DFRPG / Re: Dresden Files RPG Fate Core - Stunts vs Powers and Updated Mantles?
« on: February 27, 2017, 03:12:58 PM »
It’s actually easier to just port the combat aspects of Fate Core to DFRPG than the whole Powers-System to Core. Take a look at the Veteran’s Guide in Fate Core and update DFRPG like that. I actually wrote the changes needed down, in DFRPG’s vocabulary:
# The Dresden Files RPG — Fate Core Update
## Aspects and Tagging
# The Dresden Files RPG — Fate Core Update
## Aspects and Tagging
- Tagging now stacks with an invocation or together with other tags on the same aspect. Further, an aspect can hold more than one tag at a time. It’s still not possible to use more than one fate point per aspect.
- When using a maneuver, assessment or declaration to create/reveal an aspect and the result is a significant success (3+ shifts), you create two tags on that aspect (instead of just one).
- A maneuver can now be used to create a tag on a sticky aspect. A significant success creates two tags on that aspect.
- The optional Spin rule (p. 214) should be used.
- As GM you start each scene with a pool of one fate point per PC that’s in the scene. Spend fate points from this pool to invoke aspects (and consequences) against the PCs. When it’s empty, you can only use tags to invoke aspects against them.
- When a player uses a fate point to invoke one of the NPC’s aspect, this fate point does not go into the GM’s pool.
- When a player compels one of an NPC’s aspects, add the fate point to your pool. If that compel ends the scene, or when an NPC concedes, instead add those fate points to your pool at the start of the next scene.
- Fate points you award for compels do not come from this pool. You never have to worry about running out of fate points to award for compels.