Big fan of Dungeon World (but haven’t played yet)
But also big fan of Fate Core.
I really dig Fudge Dices.
So I tried what it would look like probability wise if playing dungeon world using 4dF instead.
Here what I have.
P.S. I really suck at math, so it’s probably that some stats are wrong. Tell me if it’s the case.
Now… which would be more viable in your opinion?
The 0- failure, 1-2 success, but 3+ success seems closest to the probabilities of 2d6 but the +0 line is a bit off.
The 0 line for 0-1 sucess, but is very close to 2d6 but extremities of the bell curve is very divergent.
Waddya think?
https://docs.google.com/spreadsheets/d/1UEBXAN_mNAUYnJz7-4o8zWIKCVjuf_YJNDh4LZ2TVr0/edit?usp=sharing
Here’s an anydice program comparing 2d6 vs 4dF where 0 represents a failure, 1 is a 7-9 and 2 is a 10+. The algorithm used is a fudge 0-1 == 7-9, 2+ == 10+.
Hit graph to see the distributions compared http://anydice.com/program/8027
0 is more like “average” in 4dF. It’s probably safer to make a -1 or -2 equivalent to a 6 or less
The spreadsheet indicates that, in the 4dF version, ability modifiers matter a lot more than they do in 2d6. And, unfortunately, in 2d6, ability modifiers probably already matter too much.
Double the modifiers, use 1d20 and have ranges 1-10,11-18 and 19+
I think you are missing the point of Dungeon World. It’s story and narrative driven and the mechanics are there just enough to push the story along in dangerous and exciting ways as a result of failed rolls.
Try playing it before modding it.
Also rob Donahue, one of the designers of fate, wrote an article on the walking mind which did this. If I knew where it was I would link it but on my phone and at work.
I failed at Blog Search + INT
I did find this before but that’s backwards. It’s using DW dice mechanic into Fate.
http://ryanmacklin.com/2014/07/fateworld/