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<blockquote data-quote="aramis erak" data-source="post: 9720551" data-attributes="member: 6779310"><p>Not a bad idea, but "exactly like" is a gross overstatement and oversimplification.</p><p></p><p>First, there is the range issue either can be invoked for +2... but on DH, that's on a 2⋯24 range being affected, while in Fate, it's either a -4 to +4, or -5 to +5. (There are flavors with 2d6-7, others with other methods of getting -5 to +5. So that's 22, vs 8 or 10. Less than half as effective mathematically.</p><p></p><p>Further, Experiences lack the Declaration use and Compel use. </p><p>A large part of making a good Aspect is the Compel uses; irrelevant to DH as written.</p><p>Declaration would make sense, but it's not provided for in DH as written, tho' justifying a narration by mention of an experience is readily within the scope of the best practices.</p><p></p><p>A few Fate flavors also allow an Impair use - turning an aspect against the user. This differs from a compel in method and magnitude.</p><p></p><p>The best Fate Aspects aim for all three/four uses; often, the bonus use is secondary to the compel.</p><p></p><p>Other similar mechanics:</p><p>Aspects in <em><u>Houses of the Blooded</u></em> and <em><u>Blood & Honor</u></em>. These are a bit stricter than Fate Aspects, drawing them from the same source</p><p>2d20: Traits in <em><u>Star Trek Adventures</u></em> and <em><u>Dune</u></em> - depending upon the action and their relevance one of: +1, -1, allow, prohibit. (also in several others. Omitted in Fallout for some reason.)</p><p>BIGs in <em><u>Mouse Guard</u></em>. Hinder for one turn in the player phase, or use for a bonus now.</p><p><em><u>Cortex Plus</u></em>/<em><u>Cortex Prime</u></em> have Distinctions: one's free to add. Can either add a d8 (helping) or d4 (risks hindering)</p><p><em><u>Features</u></em> in FFG's <em><u>End of the World</u></em> series of RPGs.</p><p></p><p>The thing is, any of these can provide good advice, but in all of them, except DH, there's a negative use to them, too.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9720551, member: 6779310"] Not a bad idea, but "exactly like" is a gross overstatement and oversimplification. First, there is the range issue either can be invoked for +2... but on DH, that's on a 2⋯24 range being affected, while in Fate, it's either a -4 to +4, or -5 to +5. (There are flavors with 2d6-7, others with other methods of getting -5 to +5. So that's 22, vs 8 or 10. Less than half as effective mathematically. Further, Experiences lack the Declaration use and Compel use. A large part of making a good Aspect is the Compel uses; irrelevant to DH as written. Declaration would make sense, but it's not provided for in DH as written, tho' justifying a narration by mention of an experience is readily within the scope of the best practices. A few Fate flavors also allow an Impair use - turning an aspect against the user. This differs from a compel in method and magnitude. The best Fate Aspects aim for all three/four uses; often, the bonus use is secondary to the compel. Other similar mechanics: Aspects in [I][U]Houses of the Blooded[/U][/I] and [I][U]Blood & Honor[/U][/I]. These are a bit stricter than Fate Aspects, drawing them from the same source 2d20: Traits in [I][U]Star Trek Adventures[/U][/I] and [I][U]Dune[/U][/I] - depending upon the action and their relevance one of: +1, -1, allow, prohibit. (also in several others. Omitted in Fallout for some reason.) BIGs in [I][U]Mouse Guard[/U][/I]. Hinder for one turn in the player phase, or use for a bonus now. [I][U]Cortex Plus[/U][/I]/[I][U]Cortex Prime[/U][/I] have Distinctions: one's free to add. Can either add a d8 (helping) or d4 (risks hindering) [I][U]Features[/U][/I] in FFG's [I][U]End of the World[/U][/I] series of RPGs. The thing is, any of these can provide good advice, but in all of them, except DH, there's a negative use to them, too. [/QUOTE]
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