How To Do Stuff: Outcomes, Actions, and Approaches

Now it’s time to start doing something. You need to leap from one moving train car to another. You need to search the entire library for that spell you really need. You need to distract the guard so you can sneak into the fortress. How do you figure out what happens?

First you narrate what your character is trying to do. Your character’s own aspects provide a good guide for what you can do. If you have an aspect that suggests you can perform magic, then cast that spell. If your aspects describe you as a swordsman, draw that blade and have at it. These story details don’t have additional mechanical impact. You don’t get a bonus from your magic or your sword, unless you choose to spend a fate point to invoke an appropriate aspect. Often, the ability to use an aspect to make something true in the story is bonus enough!

How do you know if you’re successful? Often, you just succeed, because the action isn’t hard and nobody’s trying to stop you. But if failure provides an interesting twist in the story, or if something unpredictable could happen, you need to break out the dice.

Taking Action: The 30-Second Version

  1. Describe what you want your character to do. See if someone or something can stop you.
  2. Decide what action you’re taking: create an advantage, overcome, attack, or defend.
  3. Decide on your approach.
  4. Roll dice and add your approach’s bonus.
  5. Decide whether to modify your roll with aspects.
  6. Figure out your outcome.

Dice or Cards

Part of determining your outcome is generating a random number, which is usually done in one of two ways: rolling four Fate Dice, or drawing a card from a Deck of Fate.

Fate Dice: Fate Dice (sometimes called Fudge dice, after the game they were originally designed for) are one way to determine outcomes. You always roll Fate Dice in a set of four. Each die will come up as +, 0, or -, and you add them together to get the total of the roll. For example:

-+0+ = +1
+-00 = 0
+++- = +2
-000 = −1

Deck of Fate: The Deck of Fate is a deck of cards that copies the statistical spread of Fate Dice. You can choose to use them instead of dice—either one works great.

These rules are written with the assumption that you’re rolling Fate Dice, but use whichever one your group prefers. Anytime you’re told to roll dice, that also means you can draw from the Deck of Fate instead.

Outcomes

Once you roll your dice, add your approach bonus and any bonuses from aspects or stunts. Compare the total to a target number, which is either a fixed difficulty or the result of the GM’s roll for an NPC. Based on that comparison, your outcome is:

Now that outcomes have been covered, we can talk about actions and how the outcomes work with them.

Actions

So you’ve narrated what your PC is trying to do, and you’ve established that there’s a chance you could fail. Next, figure out what action best describes what you’re trying to do. There are four basic actions that cover anything you do in the game.

CCreate an Advantage

Creating an advantage is anything you do to try to help yourself or one of your friends. Taking a moment to very carefully aim your proton blaster, spending several hours doing research in the school library, or tripping the thug who’s trying to rob you—these all count as creating an advantage. The target of your action may get a chance to use the defend action to stop you. The advantage you create lets you do one of the following three things:

If you’re creating a new aspect or discovering an existing one:

If you’re trying to take advantage of an aspect you already know about:

Actions & Outcomes: The 30-Second Version

CCreate an Advantage when creating or discovering aspects:

CCreate an Advantage on an aspect you already know about:

OOvercome:

AAttack:

DDefend:

OOvercome

You use the overcome action when you have to get past something that’s between you and a particular goal—picking a lock, escaping from handcuffs, leaping across a chasm, flying a spaceship through an asteroid field. Taking some action to eliminate or change an inconvenient situation aspect is usually an overcome action; find out more about that in Aspects and Fate Points. The target of your action may get a chance to use the defend action to stop you.

AAttack

Use an attack when you try to hurt someone, whether physically or mentally—swinging a sword, shooting a blaster rifle, or yelling a blistering insult with the intent to hurt your target. (We’ll talk about this in Ouch! Damage, Stress, and Consequences, but the important thing is: If someone gets hurt too badly, they’re knocked out of the scene.) The target of your attack gets a chance to use the defend action to stop you.

DDefend

Use defend when you’re actively trying to stop someone from doing any of the other three actions—you’re parrying a sword strike, trying to stay on your feet, blocking a doorway, and the like. Usually this action is performed on someone else’s turn, reacting to their attempt to attack, overcome, or create an advantage. You may also roll to oppose some non-attack actions, or to defend against an attack on someone else, if you can explain why you can. Usually it’s fine if most people at the table agree that it’s reasonable, but you can also point to an relevant situation aspect to justify it. When you do, you become the target for any bad results.

Getting Help

An ally can help you perform your action. When an ally helps you, they give up their action for the exchange and describe how they’re providing the help; you get a +1 to your roll for each ally that helps this way. Usually only one or two people can help this way before they start getting in each other’s way; the GM decides how many people can help at once.

Choose Your Approach

As mentioned in Who Do You Want to Be?, there are six approaches that describe how you perform actions.

Each character has each approach rated with a bonus from +0 to +3. Add the bonus to your dice roll to determine how well your PC performs the action you described.

So your first instinct is probably to pick the action that gives you the greatest bonus, right? But it doesn’t work like that. You have to base your choice of approach on the description of your action, and you can’t describe an action that doesn’t make any sense. Would you Forcefully creep through a dark room, hiding from the guards? No, that’s being Sneaky. Would you Quickly push that big rock out of the way of the wagon? No, that’s being Forceful. Circumstances constrain what approach you can use, so sometimes you have to go with an approach that might not play directly to your strengths.

Roll the Dice, Add Your Bonus

Time to take up dice and roll. Take the bonus associated with the approach you’ve chosen and add it to the result on the dice. If you have a stunt that applies, add that too. That’s your total. Compare it to what your opponent (usually the GM) has.

Decide Whether to Modify the Roll

Finally, decide whether you want to alter your roll by invoking aspects —this is discussed a lot in Aspects and Fate Points.