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<blockquote data-quote="aramis erak" data-source="post: 8064568" data-attributes="member: 6779310"><p>Same in FAE, which is why I didn't mention it - the two games are in similar design spaces and use similar playstyles. The major differences are in the outcome space and dice mechanics, and the base assumptions of the relationship between rolls and risk.</p><p></p><p>The same kind of thought process that goes into the Cortex Dice pool is very similar to that for selecting aspects to use.</p><p></p><p>Note also, I was basing my result space more on firefly than mhrp.</p><p></p><p>There's one other key difference: ranges of ratings vs ranges of results.</p><p>Fate -2 to +5 skill, -6 to +15 (counting 3 aspects, 1 personal, 1 scene, 1 target complication)</p><p></p><p>Cortex Plus - (nd means no die)</p><p>Firefly: d4/d8 distinction, d4···d12 attribute, d4···d12 skill, nd/d6 specialty, nd/d6/d8 asset, nd···d12 target complication</p><p>Leverage: d4/d8 distinction, d4···d12 attribute, d4···d12 role, nd/d6 asset, nd···d12 target complication</p><p>MHRP: d4/d8 distinction, d4···d12 affiliation, d4-d12 power set, nd···d12 second power, nd/d6···d12 skill, nd/d6 asset, nd···d12 target complication</p><p>Smallville: d4···d12 Value, d4···d12 Relationship, d4···d12 asset, nd···d12 target complication.</p><p></p><p>the dice scale runs nd/d4/d6/d8/d10/d12/>d12. A "≥d12" is essentially a KO.</p><p></p><p>In all, plot points can be used to tag additionals of any category.</p><p>But also, in all cases, the dice math is a result range of 0/2/4···24. Note that 1's are removed before finding the two dice for the pool, so the lowest countable die roll is 2 per die, and it's possible to have no dice left.</p><p>The effect (damage or complication inflicted) is d4 to d12 (Firefly and MHRP, it's whatever the biggest {most sides} die remaining is; Smallville, reroll the pool, and the highest rolling die is the size of the effect)</p><p>Note that leverage doesn't use effect dice. Firefly uses them a lot except for combat, where the default damage for combat is ≥d12; spend a PP to convert that incoming ≥12 to the effect die.</p><p>Complications from 1's can be d4 to ≥d12... </p><p>Leverage, Firefly, MHRP have options for beating the opposed roll by 5+ being a special success. </p><p></p><p>Fate is simpler to grasp, simpler to run, and less consistent in results. Due to the opposed rolls, up to 21 stress (I've personally inflicted 16 stress on an NPC as a player once, by picking a mode that they had no defense to). One axis of results: success/failure, but with more steps.</p><p></p><p>Cortex has more texture even in the simplest flavor (leverage), a wider range of outcomes (3 axis results: intended result, complication for active, complication for resisting). But this comes with extra complexity and longer resolution times. I find Cortex more fun than Fate, but that's a personal level.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8064568, member: 6779310"] Same in FAE, which is why I didn't mention it - the two games are in similar design spaces and use similar playstyles. The major differences are in the outcome space and dice mechanics, and the base assumptions of the relationship between rolls and risk. The same kind of thought process that goes into the Cortex Dice pool is very similar to that for selecting aspects to use. Note also, I was basing my result space more on firefly than mhrp. There's one other key difference: ranges of ratings vs ranges of results. Fate -2 to +5 skill, -6 to +15 (counting 3 aspects, 1 personal, 1 scene, 1 target complication) Cortex Plus - (nd means no die) Firefly: d4/d8 distinction, d4···d12 attribute, d4···d12 skill, nd/d6 specialty, nd/d6/d8 asset, nd···d12 target complication Leverage: d4/d8 distinction, d4···d12 attribute, d4···d12 role, nd/d6 asset, nd···d12 target complication MHRP: d4/d8 distinction, d4···d12 affiliation, d4-d12 power set, nd···d12 second power, nd/d6···d12 skill, nd/d6 asset, nd···d12 target complication Smallville: d4···d12 Value, d4···d12 Relationship, d4···d12 asset, nd···d12 target complication. the dice scale runs nd/d4/d6/d8/d10/d12/>d12. A "≥d12" is essentially a KO. In all, plot points can be used to tag additionals of any category. But also, in all cases, the dice math is a result range of 0/2/4···24. Note that 1's are removed before finding the two dice for the pool, so the lowest countable die roll is 2 per die, and it's possible to have no dice left. The effect (damage or complication inflicted) is d4 to d12 (Firefly and MHRP, it's whatever the biggest {most sides} die remaining is; Smallville, reroll the pool, and the highest rolling die is the size of the effect) Note that leverage doesn't use effect dice. Firefly uses them a lot except for combat, where the default damage for combat is ≥d12; spend a PP to convert that incoming ≥12 to the effect die. Complications from 1's can be d4 to ≥d12... Leverage, Firefly, MHRP have options for beating the opposed roll by 5+ being a special success. Fate is simpler to grasp, simpler to run, and less consistent in results. Due to the opposed rolls, up to 21 stress (I've personally inflicted 16 stress on an NPC as a player once, by picking a mode that they had no defense to). One axis of results: success/failure, but with more steps. Cortex has more texture even in the simplest flavor (leverage), a wider range of outcomes (3 axis results: intended result, complication for active, complication for resisting). But this comes with extra complexity and longer resolution times. I find Cortex more fun than Fate, but that's a personal level. [/QUOTE]
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