Fate/Fudge Dice

Fate/Fudge Dice

I had to run up to the big name hardware store just over a week ago to get some stuff for a home project. On my way, I had to pass my FLGS. I decided to stop in and picked up some new dice.

I really do mean to stop buying new dice, but Fate/Fudge dice are basically the only RPG related dice I did not have. [Just wait, someone will point out some other type of die I haven’t heard of….] They are easy enough to emulate with d6’s, but losing the need to think about what two numbers are what result, +/-/0, is a plus.

I’ve been watching Red Dice Diaries’s  Fate series on YouTube, where he explains various features of Fate, and it intrigues me. It removes the need for leveling and training, and your character already knows some cool stuff. I have a free PDF of the rules, but have yet to make time to read them.

I don’t know if I will ever play Fate. I know that Roll20 supports Fate dice, so it has a certain amount of popularity.

Fate dice can also be used in other RPG’s when you need to quickly generate three choices. For example, if you are chasing a goblin in a dungeon to stop him from alerting the other goblins. If there is an intersection, does the goblin go straight, or pick right or left?

Rather than a random encounter that appears out of nowhere, the DM could have a monster or group of goblins that are in room X in the dungeon when the characters arrive. Use the Fate dice to determine which way they go if and when they leave that room. It might be a bit more work for the DM, but it adds an interesting variation. There will only be an encounter with this monster or group, if the players are close enough to attract the attention of same.

If you are generating a random dungeon, city street map, or paths in a forest, this can help you decide which direction to continue generating first.

Very simple reaction rolls, positive, negative, or meh, no need for a chart. Roll one die if it should be a 33.333% chance of a given result, or roll more dice and determine possible variations on just how positive a positive reaction is. For example, roll the standard four Fate dice and get four pluses, and that’s an overwhelming positive reaction. Roll four blanks and it is the grandfather of all meh.

Using a single Fate die with another die roll can get more out of that roll. 1d6 could now be 0-7, if you use the + as adding one and the – as subtracting one, and the blank as zero. This gives two more options to any die. With the d6 example, there are 8 possibilities, 0-7, so a d6 can emulate a d8. With a d10, one can emulate either a d12 or a d30. With d% you can get 102 options, or use the Fate die as a modifier for 1-100, or add 100, or add 200.

The trinary options of yes, no, and maybe make an interesting option. How many syllables in an NPC’s name? How many minutes, hours, days, weeks, months until an NPC show up?

As with any other single die, you can come up with all kinds of uses, as many have come up with d8, d12, d20, and d30 tables, or all the dice tables, or dice drop generators.

I like the challenge of trying to figure out ways I could use various dice, and seeing the ideas of others. Whether or not I actually use the idea in a game, just having the exercise helps me to think of possibilities I might not have considered otherwise.

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