Fudge dice: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
No edit summary
1d4chan>SpectralTime
Line 47: Line 47:
== 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.  Also called [[Delta-6]] method.
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

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

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.