Fudge dice: Difference between revisions
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== d6-d6 == | == 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. | 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. Similar to the [[Delta-6]] method. | ||
== Links == | == Links == | ||
* [http://hill-kleerup.org/pmwiki/FATE/FUDGEDice Mathfags] do their stats homework about dF and tarot cards and junk. | * [http://hill-kleerup.org/pmwiki/FATE/FUDGEDice Mathfags] do their stats homework about dF and tarot cards and junk. |
Revision as of 14:03, 14 June 2015
Probabilities | ||
---|---|---|
Result | Chance of >= | Bellcurve |
+4 | 1.2% | . |
+3 | 6.2% | # |
+2 | 18.5% | ##- |
+1 | 38.3% | #### |
0 | 61.7% | ####- |
-1 | 81.5% | #### |
-2 | 93.8% | ##- |
-3 | 98.8% | # |
-4 | 100% | . |
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 is 1/81, or four times less likely than rolling a nat 20.
Where to buy
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.
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 (b). 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 (that's 4d3 - 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. Similar to the Delta-6 method.
Links
- Mathfags do their stats homework about dF and tarot cards and junk.