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    • CommentAuthorMatt Snyder
    • CommentTimeFeb 8th 2008 edited
     # 1
    Does anyone hate Fudge dice as much as me? No? Ok, poorly worded.

    Does anyone also not care for Fudge dice?

    So, funny story. I think my favorite RPG in existence is The Shadow of Yesterday.

    Also, I'm quite certain that I don't hate any dice more than I hate fudge dice. Like irrational hate. Rewrite-the-rules-text-of-TSoY-on-my-own hate.

    A few months ago, I visited this really cool game store out of state. I was like "Great! Look at all this cool stuff. And indie games! That new version of TSoY I don't own. Hey, I should pick up some Fudge dice, too ... HOLY SHIT THEY COST HOW MUCH!?!?? Fuck that." (They exceeded $20, by the way.)

    A few months later, I'm about, oh, 75% through re-writing TSoY's rules chapters to use standard d6s. I think it works, but haven't played it. I want to play it and see sometime.

    So, whaddya think? Would you play it? Do you think anyone would dig that as an option if I offered up this version of the game, full text and all?

    (If you're all about Fudge dice being part and parcel of the TSoY experience, neat. Good for you. I can play it that way, too, irrational hatred of plastic objects notwithstanding. But, that's not what I'm curious about here.)
  1.  # 2
    I would love to see this. I'm not too fond of Fudge Dice, though I do plan to buy some (my price hunting found a pack of 20 for like $12 though) and not make my own cheaply. A regular d6 version would make me happy to see.
  2.  # 3
    Hey Matt,

    Out of curiosity, do you just hate the actual dice themselves, or do you also hate the curve of results, too?
    • CommentAuthorMatt Snyder
    • CommentTimeFeb 8th 2008 edited
     # 4
    Hi, John. No, I have no problem with the mechanics themselves, curves and so on. I get why Clinton used them. Good reasons for it, certainly.

    I just find them very unuseful, hard too read, slightly increase handling time, and generally a (highly personal) pain.

    EDIT: Oh! And my d6 "hack" necessarily uses a different curve and scale. It is not the "old" version of the game w/ 2d6 and bonus dice and all that. It's my attempt to replicate the same general philosophies of the Revised version with standard dice. Like I said, no idea if this works well just yet. It requires some acrobatics with how the whole system works, certainly. Seems like it will work, but I've been wrong about stuff like that before!
    •  
      CommentAuthorMarhault
    • CommentTimeFeb 8th 2008
     # 5
    I hate fudge dice too. They make me feel like I have to work to keep what I have, let alone achieve beyond my normal ability.

    Blech.
  3.  # 6
    Gotcha. Some of the people I've played with feel the same, I think. I'm curious to see your revision.
  4.  # 7
    Hi, Jamey. That's very interesting to me! I don't solve that issue in my hack. But, I find it helpful to hear that concern.

    Have you checked out Spirit of the Century? If so, do you have a similar reaction to it?
  5.  # 8
    I understand that Starblazer Adventures is using a d6 minus d6 instead of 4dF. The equivalent for TSoY's 3dF would be to roll a d4 minus d4.
  6.  # 9
    So, here's a very brief overview of the hack. I probably leave lots of mechanic questions here, but it'll do for now:

    It's Feng Shui meets TSoY, really.

    You roll 2d6. One's black, one's white (or dark, light ... whatever). The black die subtracts from the white one.

    Bonus dice add more white dice. Penalty dice add more black dice. You never worry about those "cancelling out" or whatever. You just roll everything that adds up. So, 3 bonus dice, and 1 penalty die? That's: 4 White dice and 2 Black dice.

    You roll 'em. Take the highest result from each. There's two quick an easy (I think, anyway) ways to read the results:

    Way 1) Always subtract the highest black die from the highest white die. If it's a negative number, fine. That's your result.

    Way 2) Look at the dice and figure out the difference between 'em. So, if you roll a 5 and a 3 you know the modifier is a 2. NOW, whether it's positive of negative just depends on which die is higher. If the 5 is white, it's +2. If the 5 is black, it's -2. Easy. (Again, I think it's easy. Your dice may vary!)

    Yes, this means the scale of abilities must include more steps. And, it also means that damage gets a re-adjustment and a couple other things. Pools remain largely the same, but it DOES change the timing of resources and so on. And, it also makes some Secrets different in effectiveness. I think they're largely ok with the changes; few alterations needed. But, playing through it would help.

    I'm probably forgetting a couple other things, but that's the general idea.
    • CommentAuthorMatt Snyder
    • CommentTimeFeb 8th 2008 edited
     # 10
    HAH! Hi, Peter.

    That's really funny to me. We cross-posted. Someone else came up with d6 - d6? Funny! And... well, of course. I'm no Einstein.
    • CommentAuthorJDCorley
    • CommentTimeFeb 8th 2008
     # 11
    Fudge Dice are good and everyone should like them. *arms folded defiantly*
    •  
      CommentAuthorJohn Harper
    • CommentTimeFeb 8th 2008 edited
     # 12
    Matt, welcome to the Fudge mailing list, circa 1994. I think Fudge has had more customized dice-rolling hacks than all other games combined. John Kim has an archive of them tucked away somewhere, I think.

    I was curious to see how you got the results into the +3/-3 range, but it looks like you're not doing that. Hrm. Oh well. d4-d4 might work... but I'm not sure if it's zero-weighted enough.

    BTW, one of the old fixes for the +5/-5 problem was to count those results as '0'. This actually makes the curve a bit more 4dF-like, too. That only brings you back to the +4/-4 Fudge standard, but it's something.
    •  
      CommentAuthorMarhault
    • CommentTimeFeb 8th 2008
     # 13
    Matt,

    Sure do! Actually, I haven't played TSoY, Fate dice or no Fate dice. Spirit is the only thing I've played with Fudge Dice.

    My feeling is this: If I'm playing Fudge or FATE or whatever, and I'm rolling like, Bluff or something, which I have at Great, I feel like I should get at least a Great result! Instead, by rolling, I feel like I have to roll well just to maintain my "current level" of quality. (Which is exactly what it is, I know) Contrast this with, say, a D20 game, where I'm rolling to see how much better than my basic rank I perform in this particular instance.

    Umm.. Did that make sense and/or help at all?
    •  
      CommentAuthorAndy
    • CommentTimeFeb 8th 2008 edited
     # 14
    LOL. Now I want to drag "Power in Numbers" back out of the closet and finish it. We could both produce our results, and then look all serious as we pursue the others' work.

    My attempt at pretty much the same thing, using all dice from d4 to d10. And I think I kept the spirit of the system, because I wedged the skill scale so that even a weenie with no powerz and one point of skill still has that chance, albeit sooooooper small, or punking Grand Assmaster with his 3d10 and high skill level.

    Also, my attempt was all about putting the numbers in the game, then re-aligning the system From Scratch. This mechanic is totally not a substitute or replacement for the scale of the game: Therefore I can't just plug in the dice and make it work. I have to plug in the dice, then basically brew a cauldron of blood and call forth the original edition of TSOY, steal two things out of that, then rewrite the Solar Edition, pretty much from the ground up.

    Problem is that I found the scale a bit weird, especially when bringing in more than one "helper/combatant". I'm still waffling on the specifics, but the core is still there. My project is probably a lot more work as well.

    Maybe in a month or two after I finish some other stuff up I'll get back to my TSOY Power in Numbers hack.

    For me, I just like rolling numbers, seeing high numbers, going "WOW LOOK AT THAT NUMBER! IT'S SO BIG!!" and the like.

    -Andy
    • CommentAuthorMatt Snyder
    • CommentTimeFeb 8th 2008 edited
     # 15
    John, yeah, I didn't expect I was inventing the wheel.

    EDIT: Oh! Forgot to ask: Did previous d6-d6 versions do bonus/penalties similarly?

    I don't think there's anything special about +3/-3, nor that +5/-5 is a problem. People like that Fudge curve, or that particular TSoY curve. Ok. That's cool. I do to, especially the tidiness of it. But, those are just as arbitrary as any other curve I'd settle on, I think. It may not be WORTH it in the end, I realize. That's ok, too. Not like I'm losing anything, really!

    Jamey, yes, that's helpful. I get what you're saying, and it makes sense to me.
    • CommentAuthorLord Minx
    • CommentTimeFeb 8th 2008
     # 16
    I like TSOY enough that I made my own Fudge dice instead of buying them. And one day I will finish my gold-on-black ones and then you'll be sorry that you hate Fudge dice, because they will be sooooo pretty. ^_^

    (I can totally understand the "it feels weird to roll just to stay at your level" sentiment, though.)
  7.  # 17
    What's your prob, Snyder? Fudge dice are an investment in quality gaming. If you are too poor to invest, make your own, Walton style. I really like the curve, myself.
    • CommentAuthorPaul T.
    • CommentTimeFeb 8th 2008
     # 18
    My two cents:

    1. I really like Fudge dice! And the curve in TSoY is very carefully calibrated--I wouldn't mess with it too much.

    My preferred suggestion? Get some regular d6s, and colour the "5" and "6" sides green, and the "1" and "2" sides red. Then you can use them as d6s or as Fudge dice, as you prefer.

    2. If you really want to use regular dice, and don't like the feeling of "rolling just to stay at your level"*, I would do something like this:

    (*: Not that I get this, mind you. If you're playing d20, you have a good skill, and you roll a low number and fail at some easy task, how is this different?)

    Roll 5 or 6d6. Your trait gives you a "success number", from 1 (unskilled) to, well, higher numbers. Roll the dice. You begin with an outcome of "failure" or "0". For each die that rolls your success number of lower, add one to your success level. If you get 3 dice below your success number, your outcome is a "3".

    You'll have to check the probabilities to calibrate this properly.

    3. You could also try the 1d6 variant I posted in the "Awesomify Fudge" thread. Not sure how it would work with TSoY, but it could be great, potentially.

    Cheers!
    •  
      CommentAuthorSimon C
    • CommentTimeFeb 8th 2008
     # 19
    There's a potential problem with bonuses and penalties not cancelling out, in that the more dice you add on both sides, the more likely you are to get a "0" result, because the chances of both sides getting a six increase a heck of a lot. In fact, just one bonus and one penalty die reduces the likely range of results a lot.
    •  
      CommentAuthorRy
    • CommentTimeFeb 8th 2008
     # 20
    I hate fudge dice.

    I love 2d6.

    1d6-1d6 is 2d6 if the other guy gets an automatic seven.
  8.  # 21
    Yeah, Matt. Rock on! Find the range and dice curve you want and go to town. Sounds good to me.
  9.  # 22
    I kinda like Fudge dice, but go to town, man!
    • CommentAuthorClinton
    • CommentTimeFeb 8th 2008
     # 23
    Matt,

    You know this, but I love Fudge dice. Irrationally love them. My favorites are ones I made myself. I found some blank d12s at GenCon a few years ago, about the size of a ping-pong ball. They take Sharpie super-well.

    Anyway, "They make me feel like I have to work to keep what I have, let alone achieve beyond my normal ability" is the best reason I've heard to dislike them.
    • CommentAuthorClinton
    • CommentTimeFeb 8th 2008
     # 24
    I should have said, though, "Good for you!" Seriously, I'll be interested to see how your hack works. I worry about its potential for making bonus dice less powerful. (Case: I have, I dunno, 5 bonus dice, right? My black die rolls a 6. At best, I'm getting a 0, right? In TSOY, you're almost guaranteed a +3 with that many bonus dice.)
    •  
      CommentAuthornemomeme
    • CommentTimeFeb 8th 2008
     # 25
    I love Fudge dice. Primarily because they are useful, easy to read, and decrease handling time. (tweak)

    That said, I'd play it.
    •  
      CommentAuthoriago
    • CommentTimeFeb 8th 2008
     # 26
    Posted By: Matt SnyderA few months ago, I visited this really cool game store out of state. I was like "Great! Look at all this cool stuff. And indie games! That new version of TSoY I don't own. Hey, I should pick up some Fudge dice, too ... HOLY SHIT THEY COST HOW MUCH!?!?? Fuck that." (They exceeded $20, by the way.)


    IPR sells the GM's pack for the (I believe MSRP of) $15. If someone's trying to charge you more than $15 for a GM's pack, inform them you'll be buying the dice elsewhere.

    But as to the urge to hack, well, what the hell, man, have at. At least you know you're doing it for irrational reasons. :)
  10.  # 27
    Yeah, I used to hate Fudge dice, mostly because I didn't have any. Now I've got the GM set - and it wasn't even TSOY that made me buy them - it was Bliss Stage.

    I love Fudge dice. But you can easily live without them.
    • CommentAuthorAlan
    • CommentTimeFeb 9th 2008 edited
     # 28
    "They make me feel like I have to work to keep what I have, let alone achieve beyond my normal ability"

    The statistics on 4dF say you get what you have or more 62% of the time.

    I find Fudge dice very easy to read. I don't have to add and subtract, I just discard blanks and pairs of + and - and whatever is left is my result.
  11.  # 29
    Posted By: Clinton R. NixonCase: I have, I dunno, 5 bonus dice, right? My black die rolls a 6. At best, I'm getting a 0, right? In TSOY, you're almost guaranteed a +3 with that many bonus dice.


    Excellent point. I did consider that problem, but I don't especially have a solution. My take on it has been that this is, hopefully, an equalizer. As in, it makes it likelier that the little guy can compete with the elite.

    I also tinkered with a means to make bonus dice to the trick that extra dice do in 44. You still take the highest die. But, addtionally tied dice just add +1. So, you roll 5 bonus dice. You get a five. You ALSO get two other results of five. Those two extra fives are +2. So, you really got a 7.

    I took it out for two reasons. First, I found it a tad inelegant. Second, I didn't like the idea of uber-successes that exceeded the ability scale. So, a final die modifier of (say) 8 is just way beyond the ability scale. Does it cap out? Yuck. What about end game? Shot.

    I'll think on it some more.
  12.  # 30
    So, yeah, I am re-writing these rules like I said. And, then I wanted to publish them in some way, whether just online, in the wiki, or even as a fully fledged book. And, hey, if I go back to fudge dice because this doesn't work well, I'm totally cool with that. We'll see.

    But, even so, rewriting the rules has been extremely interesting and educational. You know how writers or artists or something talk about typing out a famous novel or recreating a painting or something to learn how the original artists did whe he or she did? This is the same kind of thing. You do this, and a couple surprising and cool things happen. I actually highly recommend trying this with your favorite game if you're interested in designer, or even just interested in "hacking."

    First, you start to notice quirks in the text that bother you, even though you didn't realize or maybe just didn't vocalize before. And, since you're rewriting, you "fix" them. It's editing, certainly. But, it also makes you conscious that you're changing the game to something you prefer. You are, therefore, designing. It's cool!

    Second, you also really start to understand the game in ways that you don't by just reading. Or, even possibly, by playing. (I still think play's much more important to enjoying and understanding a game.) This is also cool!

    Those two things together really make you much more able to make modifications to a game like this. You just have a better "whole" picture in your brain about the game.

    So, in rewriting and effectively redesigning this text, I've REALLY considered creating a TSoY book, new art, new layout, the whole shebang. My vision of Near. On the other hand, I've REALLY considered publishing "Mirage." It's a desert fantasy setting. Spice roads and sorcerer nomads and gun-toting fanatical alchemists and a hidden city of illusions. But, like Near, it should be filled with lots of really pregnant issues and human conflicts.

    Today, the wind's just right, I guess. I'm leaning toward Mirage. People have Near. It's cool. They don't have Mirage. It's cool, too. I think I should unleash that one.
  13.  # 31
    I'm really excited to see you hacking TSOY, Matt.
  14.  # 32
    Mirage...mmmm
  15.  # 33
    I hope the direction of the wind doesn't change for a while, Matt, because Mirage sounds terribly, terribly cool.
  16.  # 34
    Cool, guys. Thanks. I need to, you know, actually do some writing! But, I'll post about it soon and give a few more details.
    • CommentAuthorYokiboy
    • CommentTimeFeb 9th 2008
     # 35
    I love FUDGE dice, and own 40 of them. Yeah sure, I'll never use that many, but it's nice to have a choice of colors to select from when playing (and I used to work at Chessex).

    Posted By: Matt SnyderI don't think there's anything special about +3/-3, nor that +5/-5 is a problem. People like that Fudge curve, or that particular TSoY curve. Ok. That's cool. I do to, especially the tidiness of it. But, those are just as arbitrary as any other curve I'd settle on, I think. It may not be WORTH it in the end, I realize. That's ok, too. Not like I'm losing anything, really!

    What about Character Transcendence then? It occurs at a Success Level of Transcendent (7), meaning that you must have at least Amazing (4) in an Ability to Transcend. You mention that in changing the die result scale from +3/-3 to +5/-5 you would also change the scale of abilities. You might also have to look over the XP mechanics, to find a suitable level of converting XP to Advances to get protagonist stories of approximately the same length as in the current system, if that is of any concern to you.

    Posted By: Clinton R. NixonAnyway, "They make me feel like I have to work to keep what I have, let alone achieve beyond my normal ability" is the best reason I've heard to dislike them.

    To me that's a great reason for loving them! My gaming buddies share this opinion.

    We find FUDGE dice easier to read than most dice. They definitely reduce our handling time as compared to most dice mechanics.
    •  
      CommentAuthorelmago79
    • CommentTimeFeb 9th 2008
     # 36
    Posted By: iagoIPR sells the GM's pack for the (I believe MSRP of) $15. If someone's trying to charge you more than $15 for a GM's pack, inform them you'll be buying the dice elsewhere.


    Or you can always print stickers and place them on normal six siders.

    •  
      CommentAuthornoclue
    • CommentTimeFeb 9th 2008
     # 37
    I love fudge dice. I love all shiny!
  17.  # 38
    In a game market that has been flooded for years with stupid little dice gimmicks, the clean, manageable bell curve of FUDGE dice is the bomb AFAIAC.

    In the absence of FUDGE dice, I liked the quick hack that showed up in the old fudge rule that I don't see anymore. Basically, 2 positive dice and 2 negative dice (4d6s, 2d6 each of 2 different colors); remove all matches, and lowest dice showing is the result. It CAN be +/-5, though that result is an outlier. Otherwise, the odds are similar to FUDGE dice.
    • CommentAuthorzoatebix
    • CommentTimeFeb 9th 2008
     # 39
    Posted By: Caesar SlaadIn the absence of FUDGE dice, I liked the quick hack that showed up in the old fudge rule that I don't see anymore. Basically, 2 positive dice and 2 negative dice (4d6s, 2d6 each of 2 different colors); remove all matches, and lowest dice showing is the result. It CAN be +/-, though that result is an outlier. Otherwise, the odds are similar to FUDGE dice.
    Wow! That's awesome! Thanks for remembering and sharing that.
    -George
    • CommentAuthorPaul T.
    • CommentTimeFeb 10th 2008
     # 40
    ...keep in mind that the 4d6 technique approximates a 4dF roll. TSoY uses 3dF, so you'd need to make some adjustments to use that technique.
    •  
      CommentAuthoroliof
    • CommentTimeFeb 10th 2008 edited
     # 41
    I have alternate rules for using d6es instead of dF in my german version of the rules, checkeddesigned by a mathematician so they don't diverge too much from the dF results. In fact, deviation is in the sub percent range.

    Short version: double the ability values, look up results on table after rolling 3d6 + ability value:

    <=11Failure
    12,13Marginal
    14,15Good
    16,17Great
    18,19Amazing
    20,21Legendary
    22,23Ultimate
    >=24Transcendent

    Ignore die results of 3 and 18 to have an even better fit.

    Bonus and Penalty dice work as normal: add either which weren't canceled out by the others. If bonus dice remain, only count the best three dice, if penalty dice remain, only count the worst three.
  18.  # 42
    Posted By: oliof If bonus dice remain, only count the best three dice, if penalty dice remain, only count the worst three.


    Oh yeah! John Harper -- that's another thing I don't dig. The mental shift for counting lowest or highest is another touch point I find awkward. I want it to always be one or the other, you know what I mean? Anyway, just wanted to comment on that.
    • CommentAuthorYokiboy
    • CommentTimeFeb 10th 2008
     # 43
    This is where my colored FUDGE dice come in handy. Beforehand we decide which color represents Penalty Dice, so whenever you have, for example, any red dice in your roll, it's the three worst results you're looking for. Again, for us this is quite simple.
  19.  # 44
    Yeah, Matt, I hear ya. That annoys me sometimes, too.
    • CommentAuthorClinton
    • CommentTimeFeb 11th 2008
     # 45
    Posted By: oliofI have alternate rules for using d6es instead of dF in my german version of the rules,checkeddesigned by a mathematician so they don't diverge too much from the dF results. In fact, deviation is in the sub percent range.


    Harald,

    These are great.

    - Clinton
  20.  # 46
    Posted By: Matt SnyderThe mental shift for counting lowest or highest is another touch point I find awkward. I want it to always be one or the other, you know what I mean?


    I find this perfectly natural and intuitive.

    Every single other person I've ever played TSOY with finds it annoying.

    So you're in good company.
    •  
      CommentAuthoroliof
    • CommentTimeFeb 13th 2008
     # 47
    Added to the tsoy wiki
    •  
      CommentAuthororklord
    • CommentTimeFeb 17th 2008
     # 48
    Two of the things I don't like about FUDGE dice is that they're so basic.

    1. The color selection for the dice sets is pretty ugly. Why aren't there speckled or marbled or metallic or sparkley FUDGE dice out there?

    2. The plus minus and blank results on the dice give me the feeling I'm playing Candyland or Chutes and Ladders, not a complex and mature RPG.

    Both reasons are petty, I know.
    •  
      CommentAuthoriago
    • CommentTimeFeb 17th 2008
     # 49
    Posted By: orklord
    1. The color selection for the dice sets is pretty ugly. Why aren't there speckled or marbled or metallic or sparkley FUDGE dice out there?


    Has to do with the molds they're made out of. You need a second kind of mold, requiring an investment of something like $3000-$5000, in order to get more exotic die construction materials.

    Ann just had to switch die providers to a Chinese outfit recently. She's gotten the first mold -- the one that produces the core five colors (white, black, red, bone, blue) and done up a new set of 10,000 units of each color. This is what's going to be the supply for a while running.

    The good news is that these new dice have bigger symbols on them that just plain look better -- way more readable, and the hand painting of 'em gives them a little bit of a "flare" look, which is attractive. Plus, they weigh about 20% heavier in the hand (I think), so they have a real heft now which is pretty satisfying.

    The other good news is that the second mold is on her agenda -- but sales have to continue to the point where it's a workable thing.

    Posted By: orklord2. The plus minus and blank results on the dice give me the feeling I'm playing Candyland or Chutes and Ladders, not a complex and mature RPG.


    I dunno. I like the primality of basic symbols better than I like the modernity of numbers. (Which is the same reason why I like d6's with pips rather than numbers.)
    • CommentAuthorR00kie
    • CommentTimeApr 13th 2008 edited
     # 50
    Posted By: orklordTwo of the things I don't like about FUDGE dice is that they're so basic.
    1. The color selection for the dice sets is pretty ugly. Why aren't there speckled or marbled or metallic or sparkley FUDGE dice out there?


    I think there are some pretty cool FUDGE dice out there:





    (I've got 4 of the red on black ones for personal use - and both the GM packs shown in one of the posts above so I have lots of dice to lend out)
    •  
      CommentAuthorNeko Ewen
    • CommentTimeApr 13th 2008
     # 51
    I hate to push the digression even further, but I remember hearing that Fudge dice were originally made by having a manufacturer take dice that were half pluses and half minuses and leaving two faces blank.

    I have both GM packs too, but I'd certainly be willing to buy some cooler, shinier Fudge dice.

    And this all makes me want to work more on Adventures of the Space Patrol (which uses Fudge dice and certain chunks of FATE), and spend too much money on dice at GenCon, AND take another stab at my idea for making Fudge cards.
    • CommentAuthorR00kie
    • CommentTimeApr 13th 2008
     # 52
    Bringing us back to the original topic, I love FUDGE dice or any other dice mechanic centred around zero because it makes setting difficulties so easy. This is a hge boon when you are trying to ad-lib a scene and haven't had time to plan things out before hand.

    Want to produce a challenge that the players can probably handle. Check their skills and set the challenge at the same level. Want to make it a real challenge? Set it a couple of points higher. If you define skill levels meaningfully, for example a skill level of professional matching what a typical professional might have, then you know instantly that a professional will have a slight challenge but will probably succeed at a professional level task.

    They are also incedibly easy to read. I could roll 30dF and read it within seconds. Try that rolling 30d6 or 30d10. Unless you are an extrordinary mathematician it will take you a while to do all the adding up.

    Personally I consider FUDGE dice a wonderful invention. The only dice mechanism I consider comparible is the ORE roll which also has a kind of beauty. Unfortunately one of my players hates FUDGE dice (because he finds them confusing).