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Old 06-04-2014, 07:21 PM   #7
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Default Re: Fate Accelerated Edition conversion (aka In NomiFAE)

There are Fate variants that use d6-d6 instead of 4dF; it wouldn’t be much of a stretch to use something like that here. My own favored approach is: you have a Divine Die, an Infernal Die, and a Check Die. Roll all three, and set aside the Check Die for now. Angels add the Divine Die to their Approach and the Infernal Die to their Opposition, and demons reverse this. I’d rule that by default, humans (and corporeal creatures in general) read the dice as per angels while Ethereals read the dice as per demons — but consider reversing this for humans explicitly aligned with Hell or Ethereals explicitly aligned with Heaven.

After comparing the modified Approach to the modified Opposition to determine whether you succeed or fail, use the lower of the difference between the two or your Check Die to determine your margin of success or failure; then use FAE’s four Outcomes as usual. Exception: Interventions still work as described in In Nomine: if all three dice are 1s, you get a Divine Intervention (good for angels; bad for demons); if all three dice are 6s, you get an Infernal Intervention (good for demons; bad for angels).

It’s worth noting that one of the biggest problems with the d6-d6 method in Fate is the increased “swinginess” of the results. In this arrangement, the Check Die mitigates this: not in terms of how likely you are to succeed or fail, but in terms of how extreme the success or failure is.

Possible variations on this:

• Split up the dice between participants: When there’s active opposition, have each side roll one die to add to his or her Approach, and have the GM roll the Check Die. When the opposition is passive, have the player roll one die to add to his or her Approach while the GM rolls both the Check Die and the die to add to the Opposition. You still roll three dice total; but they’re not all rolled by the same person.

• If the Divine/Infernal thing is too confusing, designate one die that will add to your Approach and another that will add to your Opposition. That’s what’s crucial; the Divine/Infernal Dice and which applies to which is merely a flavorful way of deciding which die is supportive and which is obstructive.

• You can cut down on the math involved by comparing the Divine and Infernal dice to each other before adding them in and tossing out the one that’s further from zero. On a tie, toss them both out (but not before checking for Interventions). That is, you add the supportive die to your Approach, or you add the obstructive die to your Opposition, or you don’t do either; depending entirely on which die is lower.

(This sounds messier than it is: I’ve found that in practice, the people who have the most trouble with it are established gamers who have to retrain themselves to use this method; new gamers with no preconceptions about how dice should be rolled pick up on the technique after two or three practice rolls. Note also that this doesn’t affect the probability distribution in any meaningful way: you’ll achive, say, a net +3 in different ways (e.g., Divine 3/Infernal 4, 5, or 6 using this method vs. Divine 4/Infernal 1, Divine 5/Infernal 2, or Divine 6/Infernal 3 using the normal method); but you’ll be exactly as likely to get a +3 using this method as you would be using the method described above.)

• Abandon the Check Die, as well as dice-driven Interventions. Instead, the game always has a pair of Story Aspects representing the stakes that Heaven and Hell have in the overall plot. Interventions are handled by Invoking or Compelling these Story Aspects. Note that this technique is entirely compatible with the traditional 4dF dice, making it the most Fate-like solution in several ways.
Point balance is a myth.[1][2][3][4]

Last edited by dataweaver; 06-04-2014 at 07:47 PM.
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