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92

Buy some. The best "replacement" for not having Fudge dice is to buy some! Grey Ghost Press (maker of Fudge) sells a tube of four Fudge dice for about 5 bucks, or a bag of twenty Fudge dice for about 15 bucks, but a lot of places are sold out. However, Indie Press Revolution just started carrying Fudge Dice (four or twenty) to support the FATE-based games ...


17

OGL for d20 Only? The OGL, or Open Game License, was originated by Wizards of the Coast in the year 2000 to use for the D&D rules. But since then, other people have used the same license to openly license other systems. It's like the MIT or Apache or GPL software licenses; anyone can use them, they are not "owned" by the parent company in any ...


16

Fudge dice are good for generating a nice bell curve centered on zero. Each die is six-sided, with two minus (–), two blank ( ), and two plus (+) sides, which correspond to -1, 0, and +1 respectively. You roll them and then add up the pluses and minuses to get your result. For example, 4dF will get you a result from -4 to +4 with a mode of 0 and a narrow ...


13

Fudge dice were originally used for the Fudge role-playing game. The basic mechanism is a "ladder" or "scale" of adjectives: -3 Terrible -2 Poor -1 Mediocre 0 Fair +1 Good +2 Great +3 Superb Fudge dice have two sides with a plus, two sides with a minus, and two sides with a blank. A typical roll consists of rolling four Fudge dice (4dF) and ...


11

I would propose a variation of 1d4-1d4 method: Roll two 4-sided dice of different colours and treat one of them as positive and the other as negative. If you obtain a -3 or a +3 as a result of the previous roll (which happens 1/8 of the time) re-roll one die. If you obtain a 4 with this re-roll change the -3 by a -4 or the +3 by a +4. It sounds far more ...


8

In Fudge, your character has skills and abilities that are ranked on the Fudge Scale: Terrible -3, Poor -2, Mediocre -1, Fair 0, Good +1, Great +2, and Superb +3. The dice, 4dF are zero-centered. You typically roll the dice and add the result to your relevant skill to determine the outcome of your attempt. An elegant system in all actuality.


7

Just because it wasn't listed in here. Many teach supply stores are a good source for dice. Some of the cheapest polyhedral dice that I've found have been at my local teacher supply store (from $0.25 to $0.40 a piece). They also usually have "blank" dice of various colors and styles. For my FATE dice, I picked up a bunch of blank 6 sided dice and used a ...


6

A number of answers have mentioned the "1,2 = minus; 3,4 = null; 5,6 = +" idea, but this is a little clumsy, tricky to assess at a glance. I've created a quick dice card to help with this. Just print one off for each player, maybe about A5 size or so. Roll 4 normal dice on or near the card, then quickly separate them into their respective panels. Just a ...


5

Here's another possible answer that I've seen mentioned: If you've got a copy of Steve Jackson's Zombie Dice, it comes with four 'yellow' dice with two brains, two shotguns, and two feet. Use those, Brains good (+1), Shotguns bad (-1), Feet Meh (0). Especially suitable if you're doing a Zombie-based Fudge game.


5

Fudge and Fate use them. Mathematically, they are 1d3-2. The normal use is to step up or down the skill rankings, using 4dF, each plus up a step, each minus down one. Then compare the resulting rank to the needed; if same or higher, succeed. Fate is an engine; the best known games using it seem to be Diaspora, Spirit of the Century, and Starblazer ...


4

Another game that uses Fudge dice in a totally different way is Galileo Games' How We Came To Live Here. Pluses are attacks and minuses are defenses, and the combat system is full of maneuvers and techniques for turning one face into another, gaining additional dice, etc.


4

Ian Millington's Dicecards are a deck of cards, each one showing many randomizers. They include, among many other things, a Fudge die, so you could simply pull four cards (or to be more correct about probability, pull a card, put it back, mix and repeat thrice) to generate a 4dF result. Dicecards are hard to describe with words, but a picture is worth a ...


3

An adjunct answer that goes directly to the original question updated for FATE 3.0 as presented in The Dresden Files: While the Dresden Files RPG does use the OGL, it deems everything not found in the Spirit of the Century rules to be product identity. So from Evil Hat's point of view, you can't use the new rules, though it is actually a misuse of the OGL ...


3

FUDGE is a toolkit, not a complete game system like D&D and WoD. What it does well is be clay in the GM's hands that is easily molded into a form that suits the kind of game you want to run. It doesn't bring with it a lot of setting or themes that are embedded in the mechanics like more focused systems. On the downside, it doesn't bring with it a lot of ...


2

New life for an old thread. Teo Taobobayo at the Fate Core Google+ Community has come up with a new idea which was refined by the commenters there. It closely approximates the spread of 4dF. Let's call this … Fudge coins Make yourself six flippable coins from whatever's available. Mark two of them with a plus sign on one side and leave the other side ...


2

I just received my dice rings from CritSuccess the other day. They were a reward from the successful kickstarter. I love dice... but not sure I'm carrying them anymore. I have the Fate version and the 2d6 version- they're basically spinners with an indicator and the dice on the rings that you spin. Specifically, the Fate ones have all of the combinations ...


2

The basic math is that you'll get a -1 33% of the time, a 0 33% of the time, and a +1 33% of the time. You can always just roll standard six siders: 1-2 is a -1, 3-4 is a 0, and 5-6 is a +1. Or if you're willing to mark up your dice and you have dice with pips on them, use a marker to turn the 2 and the 3 into a "-" sign; the 4 and the 5 into a "+" sign; and ...


2

Inking D6s as Clint suggests is easy and cheap. Rolling 4DF does have a different effect in play than D6-D6, as the shape of the probability curve is different. D6-D6 slightly increases the regularity of outlying results (especially considering that it admits +5/-5 results, whereas 4DF does not). In practice, D6-D6 is useful for games with a slightly larger ...


2

The Fudge RPG site has the rules available for free. You maybe interested in Fate as well which you can get for free. Either would be eminently suitable for modelling a rpg from either a computer game or movie. Both those systems are tool-kits to enhance storytelling more than a model of reality using probabilities. So, if you are looking at a tactical ...


1

I have been working on a system for play-by-post for Fate. It basically uses Fate as the "back-end" (mechanics that the GM uses), but to the players it is basically like a choose-your-own adventure game. So the GM sends the player a list of choices or actions, the player chooses one of them (or makes up his own action), and then the GM adjudicates the ...


1

I've always preferred Dominic Wäsch's d6 hack: Dom's D6 Hack It's basically 3d6 + ability score, using the following table: d6 results table <=11 Failure 12,13 Marginal 14,15 Good 16,17 Great 18,19 Amazing 20,21 Legendary 22,23 Ultimate 24+ Transcendent I end up rerolling results of 3 and 18 to fit the probability closer to ...



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