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Instead of inflating faction stress tracks, and having to increase the player ones to keep up, how about modelling the difference of faction to individual (or even between factions) by scale rules ?


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Well, my first suggestion is to instead of using easy way, less easy, tricky, hard, ect, is to steal from 4th DnD's skill challenge options as they are very similar. Require X successes, but Y of them need to be this skill and you can only use Z skill once. Everything else can set up aspects but not count as success. There is also the Rodrigo method, from ...


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Well the obvious answers is social encounters will take longer and your players will be more powerful(provided you don't increase the enemies the same amount). Depending on how you run encounters, mostly as 1 or 2 players at a time or the whole group involved it can greatly over balance your party's power. If they are all able to act, increasing their ...


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You can only use one stress box per attack. This is designed to make conflicts more intense and quickly move players into taking consequences. Don't forget consequences are aspects which can then be invoked against the injured character/npc. Conflicts in FATE are ended decisively one way or another fast (in terms of exchanges). Stress is not hit points ...


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Unraveling this is made harder by the fact that “refresh” in Fate core is used as a parameter of the game – which I will refer to as “refresh parameter” here, the number of fate points a character starts a session with – which Fate Core also uses the term “refresh rate” for, and the mechanic of sacrificing refresh rate for stunt slots, which shall be ...



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