(This is my first FATE Tutorial! It's a little on the basic side, but I want to start things off with strong fundamentals. I haven't created my FATE Tutorials circle yet, so now's your chance to get in on the ground floor! As these progress they'll become more advanced and

(Edit: Adding a #FATEtutorial tag!)

Okay, this is going to be

FATE uses a pretty simple mechanic for resolution. At its very core it’s [Whatever Character Ability We Want To Use] + [4dF], trying to meet a specific target number.

The first thing that makes FATE an odd duck is the [4dF], or four

Each

To summarize, we roll [4dF], which can give us anything from -4 to +4, and add that to our [ability]. If the result meets or exceeds the number our Game Master has set, we succeed.

As Charles’ player, our GM is wants us to roll a result of +3

We’ll roll for poor Charles, and hope for the best! Regardless of Charles’ skill and situation, we roll all four

Plus, Blank, Plus, Minus (+1, 0, +1, -1) - a total of +1! Charles is saved.

1-2 Minus

3-4 Blank

5-6 Plus

*interactive*. Let me know what you think!*Please*.)(Edit: Adding a #FATEtutorial tag!)

**FATE TUTORIAL 1: The Basics, But Mostly Dice**Okay, this is going to be

*way*basic.FATE uses a pretty simple mechanic for resolution. At its very core it’s [Whatever Character Ability We Want To Use] + [4dF], trying to meet a specific target number.

The first thing that makes FATE an odd duck is the [4dF], or four

**FATE dice**(or**FUDGE dice**, as they’re more often called, but we’re going to use**FATE dice**for the purposes of repetition).Each

**FATE die**has three possible outcomes: Plus (which is a +1) , Minus (which is a -1), or Blank ( which is 0).*Every, single roll*we will*ever*make will use**all**four of our**FATE dice**, regardless of penalties or bonus. A random roll might look something like: Plus, Plus, Minus, Blank. The end result of*that particular roll*is a +1 (the sum of all results), which we would add to our [Whatever Character Ability We Want To Use] per the earlier example. This gives our**FATE dice**a range of -4 (Minus, Minus, Minus, Minus) to +4 (Plus, Plus, Plus, Plus), and everything in-between.To summarize, we roll [4dF], which can give us anything from -4 to +4, and add that to our [ability]. If the result meets or exceeds the number our Game Master has set, we succeed.

*Charles is desperately trying to lift the fallen steel girder off his wounded leg, but smoke is beginning to fill the room and the temperature is steadily rising. Any second now, fire is going to eat the last few barriers between itself and Charles - time is of the essence!*As Charles’ player, our GM is wants us to roll a result of +3

*total*using our Might (the ability associated with heavy lifting), lest we be burned alive. Charles, like all characters in these examples, has a rating of Fair (+2) in Might. An additional +1 might not*seem*like much to ask for, but since it’s possible to have a negative result a +1 is a higher than average roll.We’ll roll for poor Charles, and hope for the best! Regardless of Charles’ skill and situation, we roll all four

**FATE dice**:Plus, Blank, Plus, Minus (+1, 0, +1, -1) - a total of +1! Charles is saved.

*With a grunt of effort, Charles manages to heft the girder up*just enough*to free his leg, and stumble free of the burning buildng*.**Extra Credit**: Don’t own any of the sometimes-difficult-to-find**FATE dice**? No problem! Standard d6s will work*just fine*. Just assume the pips/numbers represent the following Pluses, Minuses and Blanks:1-2 Minus

3-4 Blank

5-6 Plus

**Trivia**: You’re statistically most likely to roll a sum of 0 with**FATE dice**! Plan accordingly!View 16 previous comments

- Thank you for these!Aug 22, 2012
- +Franck Michaux I'll try to make Compels one of the semi-interactive tutorials!

+Moe Tousignant +Bryan Mullins I really hope they help!Aug 22, 2012 - +Justin Steele Thank you! Please do! :)Aug 28, 2012
- Very helpful. Looking forward to more.Aug 28, 2012
- +Aaron Cobb Thank you, Aaron!Aug 28, 2012
- Excellent!Aug 29, 2012

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