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Doubling the cost of Accuracy (which is a crazily good augment in Fate) is at minimum an equitable way to balance it against a damage mod, and might not be enough. Another approach is to have every point of +Damage actually provde +Damage 2.


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Here is a simple way to get an exploding dice that does the right thing DIE: d{0, 0, 0, 1, 1, 2} function: exp N:n { if N = 2 { result: 1 + [exp DIE] } result: N } output 1d[exp DIE]


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Answered by Jasper Flick, the creator of AnyDice: http://anydice.com/program/6268 Here is the code function: check A:n vs B:n { if A < B - 3 { result: -2 } \ CF \ if A < B { result: -1 } \ F \ if A > B + 3 { result: 2 } \ CS \ if A > B { result: 1 } \ S \ result: 0 \ DR \ } SD: d{-1, 0:2, 1:2, 2} loop A over {1..15} { A_POOL: AdSD loop ...


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There is plenty of rolling here, that's for sure. Exploding 6s are fairly common, what concerns me is 1s. Having a punishing mechanic like this would make sense if there was an element of risk-taking: if players could choose to roll extra dice but risk them negating the successes they already have. As it stands, rolling a 1 simply negates a success, meaning ...



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