This is a quick script to see the chances of outcome of rolling Fudge/FATE dice against opposition.
Mainly, I am interested in rolling at Good skill against Good opposition , and seeing what happens.
Adding a +1
skill modifier is akin to being +1
shift above the Good opposition (skill Great).
- -2 and below is abject failure
- -1 is failure
- 0 is a tie . For an "easy mode" on an alt game, this could be deemed a "success" for player, and "failure" for oposition.
- 1 is a success
- 2 and above is astounding success / superb
This seems to scale well - with no modifier, distribution is fairly even, with chances of abject failure and astounding success equal and rare enough.
With a +1
modifier (advantage to roller) and 2 dice, abject failure is impossible, and suberb is vastly enhanced.
With 3 dice, abject failure becomes possible, but very rare, and superb becomes even more likely. The direct contrary is observed with a -1
modifier.
By displacing by 1 , very different chances are achieved. Conclusion for me is that going against equivalent opposition is somewhat balanced, but as soon as it shifts by 1, the balance is tipped vastly in favour of the higher value holder.
In the FATE rulebook, "advantage aspects" are possible granting a free invocation, and FATE points thereafter, with "boosts" as single-use free-invocation aspects, for some additional balance and nuance. FATE does this by setting an advantage aspect for an encounter; another game trying to use fudge/FATE dice might want to similarly include a way of closing the gap on a skill difference before rolling: systematic situational modifiers, equipment modifiers, buffs from spells/ally action, etc.