Different dice mechanic for a start. You still have the division of failure / success-with-cost / success (with Critical Success added on top), but it uses a dice pool mechanic, and it also has the concept of Position and Effect.I know this is a PbtA thread, but what are the differences in Forged in the Dark?
Different mechanical structure. The dice work differently, but the main new feature is position and effect, set by the GM with input to the player. Position sets the danger level of complications (controlled, risky, desperate) and effect the impact of success (limited, normal, great). This adds more nuance to rolls and clearly communicates outcome spaces. Other large change is the Resistance roll, where you resist a complication either mitigating or neutralizing it. This can cost a lot or a little depending on the roll (it's a random element so it's always a bit risky to resist). Otherwise a different injury system and a much more codified structure of play (freeplay, score, downtime). It builds off of PbtA such that it should be immediately graspable by someone familiar with PbtA, but has a lot of changes in mechanical structures.I know this is a PbtA thread, but what are the differences in Forged in the Dark?
Is this something any of the rules sets point out? I don't recall seeing that guideline anywhere in Masks - and when it comes to Masks, if you're trying to emulate teen super-hero teams you're going to have 4-7 characters.
I know this is a PbtA thread, but what are the differences in Forged in the Dark?
I'm personally way more comfortable with FitD's generally more structured (but still very very open-ended) approach than with PbtA, because I'm still a trad little baby at heart. But they share a lot, especially the common dice roll result of success-with-consequence, and the overall emphasis on consequences driving the entire play loop, instead of constant GM prep.
Thank you for the responses. I can see how the additional mechanical support helps some folks, but I really like the ambiguity that PbtA provides. I'd have to see FitD in action to get a good feel of it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.