[FATE] 2d6 Fate anyone?

MartinP

Rune Priest
#1
Has anyone here tried playing Fate using 2d6 rather than 4dF? I'm interested in the concept, but I haven't tried it out.

Obviously the range is slightly greater (+/-5) and way more swingy, but that is a common complaint I've heard with Fate, that the dice don't tend to make a big difference.

If anyone has tried something like this, how did it interact with Aspect invokes? Do they happen more often to counteract the swingy dice, do you need more of them because +2 is not as significant?

Any other thoughts from anyone?
 
#2
Has anyone here tried playing Fate using 2d6 rather than 4dF? I'm interested in the concept, but I haven't tried it out.

Obviously the range is slightly greater (+/-5) and way more swingy, but that is a common complaint I've heard with Fate, that the dice don't tend to make a big difference.

If anyone has tried something like this, how did it interact with Aspect invokes? Do they happen more often to counteract the swingy dice, do you need more of them because +2 is not as significant?

Any other thoughts from anyone?
Nail on the head with the swings. Some people like swings, though.
 
#3
I find 2d6 with Fate swingy. I also find it very slightly clunky to have different coloured dice, one subtracted from the other (though a perfectly good workaround there is to add 7 to the target number and add 2d6, which is more or less what led to the Liminal system).

Then again, 0, despite popular belief, isn't even the most common result for four Fudge/Fate dice; it's just over half of results from - 1 to +1. Sometimes one wants something more swingy than that - it's still pretty tight.

I've often wondered about going the other way and using dice less Fate. Sometimes already I don't bother to roll as GM for NPCs and take the average, and the system doesn't suffer.
 

Guvnor

The Guvnor
Staff member
#4
3dF or even 2dF would be swingier wouldn't they? But with a smaller potential swing.
I don't think Fate is really about the dice, it's all about the +2s
NPCs (and even PCs) could be diceless.
(Unless @Vodkashok is GM, cos he always rolls ----)
 

MartinP

Rune Priest
#5
I find 2d6 with Fate swingy. I also find it very slightly clunky to have different coloured dice, one subtracted from the other (though a perfectly good workaround there is to add 7 to the target number and add 2d6, which is more or less what led to the Liminal system).
Oh, now that's quite an interesting factoid. I was actually thinking of straight 2d6 and adding 7 to static difficulties (Average at 8 etc), but couldn't be bothered to complicate the post by explaining. The +die/-die thing is too closely associated with Feng Shui in my mind for me to want to use it. As a long-time FS player I also know the horror of 'which die is positive, Mr Player?' at the table.

I've often wondered about going the other way and using dice less Fate. Sometimes already I don't bother to roll as GM for NPCs and take the average, and the system doesn't suffer.
Not rolling for NPCs is a pretty standard short-cut, and as you say doesn't really make much difference. I think going diceless overall would be a mental hurdle more than a system one. When you know what you are going to be capable of, I suspect it affects the way you approach problems. I haven't tried a non-random game since Everway came out, and I didn't get the hang of that.
 

MartinP

Rune Priest
#6
3dF or even 2dF would be swingier wouldn't they? But with a smaller potential swing.
I don't think Fate is really about the dice, it's all about the +2s
NPCs (and even PCs) could be diceless.
(Unless @Vodkashok is GM, cos he always rolls ----)
My starting point was trying to make Fate more accessible to the mainstream player (i.e. only played 5e or PF). I get a lot of first-time Fate players at my con games, and the funny dice are just another cognitive hurdle that gets in the way of using fun.

As you say, the magic of Fate is in the +2's, and when they grasp that it's wonderful to see, so I want to make it as easy as possible. I think taking away their randomisers altogether would not serve that goal well. Keep them in the comfort zone as much as possible.
 

First Age

D&D h@ck3r and Hopepunk
Staff member
#7
Next year I'll be 2d Fating with Chronicles of Future Earth. At least to start with. Otherwise I'm kind of good with the tightish range on the dice.They can throw that curve ball when they go beyond +/-2.

I'll be interested to see how the 2d works out, chosen for the pulpy feel of the game.
 
#10
I got into Fate via Starblazer Adventures, which did use the 2d6 mechanic. We just used a Green die (positive) and Red die (negative); it worked just fine. In fact, this gives me the bug to dig it out again.
I was encouraged to snob Starblazer Adventures by Internet chatter, but you just got me intrigued by it now.
 
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