This chapter supplements FUDGE's chapter 3, which
covers how to determine whether or not a character
succeeds at an attempted action.
3.1 Action Resolution Terms
(Actually, any die can be used for +1/2 rolls. The low 50% gives +1 and the high 50% gives nothing. Also, any fractional modifier can be used if an appropriate die can be found. How about +37% using percentile dice?)
Of the four dice techniques presented in FUDGE, this one is recommended. It gives results from -4 to +4 quickly and easily, without intruding into role-playing or requiring complex math or a table.
FUDGE dice are six-sided dice with two sides marked +1, two sides marked -1, and two sides marked 0. They are commercially available from Grey Ghost Games - see the Legal Notice for their address.
You can make your own FUDGE easily enough. Simply get four normal white d6s. Using a permanent marker, color two sides of each die green, two sides red, and leave the other two sides white. When the ink has dried, spray the dice lightly with clear matte finish to prevent the ink from staining your hands. You now have 4dF: the green sides = +1, the red sides = -1, and the white sides = 0.
To use FUDGE dice, simply roll four of them, and total the amount. Since a +1 and a -1 cancel each other, remove a +1 and -1 from the table, and the remaining two dice are easy to read no matter what they are. (Example: if you roll +1, +1, 0, -1, remove the -1 and one of the +1s, as together they equal 0. The remaining two dice, +1 and 0, are easily added to +1.) If there is no opposing pair of +1 and -1 dice, remove any 0s and the remaining dice are again easy to read.
The result of a die roll is a number between -4 and +4. At the top of the character sheet, there should be a simple chart of the attribute levels, such as:
To determine the result of an action, simply put your finger on your trait level, then move it up (for plus results) or down (for minus results).