Hot answers tagged fudge
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 ...
Tell them that the side campaign ends with an epic, glorious, TPK. Making your players co-conspirators in the shape of the finale means that they will help you drive it to that epic conclusion. There's no value, in the scenario you describe, to making a TPK a surprise or look unintentional. Save the energy that would be spent on smoke and mirrors designed ...
If you're going to be on a hike or road trip, take the clubs out of a deck of cards. Spades point up. Hearts point down. Diamonds don't point anywhere really. Deal four, shuffle them back in. Iterate.
This article shows you how to make plain d6s with pips into Fudge dice with a Sharpie.
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 ...
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 ...
Fudge dice have (as best as I can remember) two pluses, two minuses, and two blanks, right? Why not just use a normal d6 and make, say, 1-2 "plus," 3-4 "minus," and 5-6 "blank?"
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 ...
One common fix is to use two differently-colored D6s. You designate one the 'Positive' die and one the 'Negative' die, and roll them together. If they come up equal, you have a 0. Otherwise, look for the lowest (absolute) value and use that. So, if I roll a 5 on the Positive die and a 3 on the Negative die, I've rolled a -3. If I roll a 1 on the ...
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 ...
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.
The new "big hit" game that uses Fudge dice is the Dresden Files RPG.
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 ...
As a fellow GM, what I usually do when I want to do something like this (which isn't often!) is present the group with an impossible choice in three steps. Let me explain. A small disclaimer In my opinion, players and groups are roughly divided into two broad groups: (1) plot-oriented players; and (2) system-oriented players. The solution below is targeted ...
There are 81 possible permutations of this roll. Of these, 3 have all 4 results the same, and 24 have 3 results the same. This gives us a probability of 27/81 or 33.33%, for at least 3 results the same, and 24/81 or 29.63% for exactly 3 results the same.
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 ...
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 ...
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 ...
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.
It's a little skewed from real Fudge dice, but roll d6 – d6. Roll two dice of different colors and subtract one from the other. Generates from +5 to -5. Works well enough and almost everyone has d6 lying around. You could probably use d4 – d4 but that would only be +3 to -3.
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.
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 ...
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 ...
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 ...
The Shadow of Yesterday/Solar System are my favorite use of Fudge dice.
Well, I have no experience what-so-ever with FUDGE, not to mention the homebrew hack you've made to it, so my answer will be solely in terms of techniques to use. I do hope that it will be useful still. While I will suggest a way or two to achieve what you're asking, I strongly advise against it and because of that I'm suggesting two more ways to ...
I wrote a small Fudge dice roller in Python / GTK+. It is available here: http://decafbad.net/files/fudge_dice.py
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 ...
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 ...
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