QUESTION: Is it possible to adapt the rolling mechanics from Dungeon World to Fate Core?

QUESTION: Is it possible to adapt the rolling mechanics from Dungeon World to Fate Core?

QUESTION: Is it possible to adapt the rolling mechanics from Dungeon World to Fate Core?

So I have a predicament: I really like the main core mechanics of Fate Core, but I also really like the rolling mechanics of Dungeon World. Below I’ve listed briefly the qualities I would want to maintain in my home-brew.

Fate Core

Core mechanics intact

-aspects, skills, success ladder, etc…

Dungeon World

Success and failure mechanics

-when rolling for an action a 5-6 is a success. Take the roll and add the appropriate modifier. This allows for the target number to always be static, which in term means less homework for the GM. 

I imagine what will need to be done is a scaling down of the skills in order to compensate for the 2-12 dice probability. Then depending on how well you succeeded or failed you would fall somewhere on The Ladder. So I wish to draw on your limitless knowledge!

Thanks for tinkering with me. 

3 thoughts on “QUESTION: Is it possible to adapt the rolling mechanics from Dungeon World to Fate Core?”

  1. You’ll probably have better luck going with FATE Accelerated.

    Assign a score to each Approach:

    Forceful, Quick, Clever, Sneaky, etc.

    Change Basic Moves to operate off of the Approaches.

    ROLL MECHANIC:

    When you do whatever you’re trying to do roll +Approach, on a 10+ you succeed with style, on a 7-9, you succeed but (choose one)

    *an aspect is compelled

    *You gain stress (or stress is made worse)

    *some other thing.

    On a 6-, the GM makes a hard move.

    Ignore the ladder and skills, they are fiddly and not worth trying to preserve.

    Instead give the players 2-3 extra Aspects in place of skills. One for Drive, one for Class (maybe? I don’t know), and one other.

    Fate Points can be used to upgrade a roll (6- to 7-9, 7-9 to 10+, 10+ to 12+) or simply declare something happens In the Fiction.

    Stunts are Moves, they either declare something specific to a character (without using FP) or they modify the basic moves (Defy Danger, Discern Realities, etc.)

    So, here’s my thoughts.

  2. Fate already has success and failure mechanics similar to DW (Fail/Succeed at a cost, Succeed, Succeed with style).

    If you assume the GM always rolls 0 then any given roll will be directly against the difficulty on the ladder (Overcome a good trap? 3. Defend against an attack from a good orc? 3. etc).

    If you want to go further, then you could define a difficulty level for an entire scenario. Everything in it is Good, the target is always 3.

    If you want to use d6 instead of dF, then you can use the d6-d6 method. It would be rather less work then trying to adjust everything (keeping in mind stunt / aspect modifiers) to scale to d6+d6.

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