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  • Writer's pictureDavid Ellis Dickerson

My Fate Hack Using 2d6

Updated: Feb 24, 2021



I'm running games over Zoom, and my players don't have Fate dice but want to roll their results. So I came up with the following adjusted rules using 2d6. It worked so beautifully that the players all commented on how fun it was, none of whom had ever played Fate before. So I thought I'd share. I'm aware that Fate has a long history of simulating Fate dice by rolling a d6 and then subtracting another d6 to get a range of results from -5 to +5. What I did is a tad different (and, I suspect, a much easier sell to new players). 1. The Core Premise Instead of calculating lots of numbers, I took a page from Forged in the Dark. Generally speaking, you roll 2d6 (+ relevant stat) to resolve tasks. Target numbers are almost always 7 (easy) 10 (challenging) or 13 (unlikely). In addition to rolling 2d6, players can roll with advantage (best 2 of 3d6), double advantage (best 2 of 4d6), disadvantage (lowest 2 of 3d6) or double disadvantage (lowest 2 of 4d6). So all you have to do is set a general task difficulty and rate the challenge situation on a scale of 1 to 5. A "strong success" is success by 3. (So if you need a 7 and you roll a 10, that's a strong success.) Advantage dice replace Fate tokens and stunts. So instead of a stunt giving, say, a +2 on Charm rolls when dealing with nobility, the stunt would give one bonus die in the same situation. Similarly, creating an advantage allows you to roll a bonus die instead of giving you a +2. When the referee offers a Compel, the reward is a bonus die. (Hat tip to Tinyd6 and Barbarians of Lemuria for this idea.) You can spend multiple bonus dice on a roll for a maximum of double advantage (4d), but each die needs to use a different Aspect to justify its use. OPTIONAL RULE THAT I'M KEEPING AN EYE ON: Instead of adding points after a roll (as is usual in Fate), you decide ahead of time if you want to apply bonus dice to your roll. But if you spend bonus dice and they don't work, you get one die back, so it's not a total waste. (You could in theory roll one bonus die for every roll, fail, and get the die back for the entire game. But the second you succeed, you lose the die, so you want to make sure it's worth doing.) 2. The Stats The approaches I use are Physique, Agility, Dexterity, Brains, Charm, and Will. Physique is used for stress boxes (I call them "plot armor") and melee attacks; Agility is used for large muscle movements (jumping, dodging, climbing) while Dexterity is used for subtle smaller movements (including driving and ranged attacks). Will is used to calculate mental stress boxes and non-physical saves. (NOTE: I may be getting rid of Will; it's turning into a dump stat.) 3. Combat Players have a "Defense Value" of 7 + Agility, which is what other characters need to roll in order to hit them in combat (assuming an active defender). "Plot Armor" (stress boxes) are equal to 4 + Physique. At 0 stress/plot armor, you're Taken Out. When attacking, a tie hit does "1 die" of damage. A standard success does "2d", and a great success does "3d" damage--unless you have a stunt that allows you to do "4d" on a great success. These dice are in quotes because I actually have players roll d6es for every hit: 2-5 does 1 stress; 6 does 2 stress, and 1 does 0 stress. So if you rolled 3d of damage and got a 3, 4, and a 6, you actually did 4 stress. If you roll all ones you do no damage but you do get a free bonus die. Instead of consequences, I use four Conditions: -2: Stunned (take disadvantage on all rolls until you can rest for ten minutes); -4: In Shock (disadvantage on all mental rolls--Brains,Will, Charm--for the remainder of the session); -4: Wounded (disadvantage on all physical rolls--Physique, Agility, Dexterity--for the remainder of the session); -6: Broken (DOUBLE disadvantage on ALL rolls, plus half movement, and you need medical attention ASAP). Having them defined ahead of time really improved comprehension and sped things up. OTHER THOUGHTS What I like about this system is that it eliminates the sort-of-problem that all advantages in traditional Fate are numerically equivalent (+2/+4); in this version, creating an advantage invites a new look at the overall difficulty on both sides, and it feels less artificial.

Also, having a positive attack value (as opposed to zero) allows you to do things like say, "I'm going to do a wild all-out swinging attack" and the GM can say, "You get a bonus die on your attack, but you also get disadvantage on defense rolls." In traditional Fate, you can't take disadvantage. "You get a +2 to hit, but so do your opponents" would be a wash; having a target number start at something higher than 0 allows subtractions to be an easier part of the combat calculation. And best of all, it has made the Fate system, which I love, a much easier sell, since the dice feel familiar, the advantage/disadvantage mechanic is easy to grasp--and because everyone already has two standard dice at home, anyone can roll. Even over Zoom.

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