Fudge dice: Difference between revisions

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Used for [[FUDGE]] and thus [[FATE System|FATE]] rpg games.  The bell-curve is pretty steep -- 2/3 of the time you're gonna roll -1, 0 or +1.  Maybe this is supposed to get random chance out of the rpg without actually taking our candy away.  The odds of rolling a "critical" of +4 it 1/81, or four times less likely than rolling a nat 20.
Used for [[FUDGE]] and thus [[FATE System|FATE]] rpg games.  The bell-curve is pretty steep -- 2/3 of the time you're gonna roll -1, 0 or +1.  Maybe this is supposed to get random chance out of the rpg without actually taking our candy away.  The odds of rolling a "critical" of +4 it 1/81, or four times less likely than rolling a nat 20.
If you have to buy weird dice just to play a supposedly simple system, you have failed at life and should immediately swallow the Fudge dice in hopes of choking to death.


== Where to buy ==
== Where to buy ==

Revision as of 12:06, 31 October 2009


aka "dF"

aka "our d3 are different, we are so special"

Used for FUDGE and thus FATE rpg games. The bell-curve is pretty steep -- 2/3 of the time you're gonna roll -1, 0 or +1. Maybe this is supposed to get random chance out of the rpg without actually taking our candy away. The odds of rolling a "critical" of +4 it 1/81, or four times less likely than rolling a nat 20.

If you have to buy weird dice just to play a supposedly simple system, you have failed at life and should immediately swallow the Fudge dice in hopes of choking to death.

Where to buy

When you want to be a dice snob, but can't afford to buy your own.

You can buy them from Grey Ghost games, but why?

Take a d6 and a sharpie, draw a line on the 1 & 2 faces, an X on the 3 & 5 faces, and a square on the 4 & 6 faces. There you go: a die with -,0,+ on it. Now roll four of them to get a result from -4 to +4.

Or do it old school, with 1,2 = 1 ; 3,4 = 2 ; 5,6 = 3 and subtract 8. Be a man.

d6-d6

Some people are damn impatient and just roll a positive d6 and a negative d6, subtract one from the other, and treat -5 or +5 as 0. Now rolling a critical +4 becomes a 5% chance, same as rolling a natural 20, just like God intended.

Links

  • Mathfags do their stats homework about dF and tarot cards and junk.