what if fabula stats but pbta/wodu results?

Relating to my post about statistics for Fabula Ultima roll results, as well as my looking at making a World of Dungeons (WoDu) hack, I started to think - what if, instead of using the standard WoDu (and in fact general PBTA) rule of "roll 2d6 and add a modifier", you used Fabula Ultima-style stat dice?

The basic result table 🔗

If you're reading this post you probably know this, but the basic resolution system in PBTA games, and World of Dungeons which is a lightweight PBTA type thing, is roll 2d6, add a modifier maybe, and consult this table ("meaning" is taken from WoDu):

Roll Result Meaning
2-6 Failure things don't go well and the risk turns out badly
7-9 Partial success you do it, but there's some cost, compromise, retribution, harm, etc.
10+ Full success you do it without complications

WoDu actually adds an extra level on a 12+, "critical success" - "you do it perfectly to some extra benefit or advantage". But I'm not going to use that at this point.

If you've not checked out World of Dungeons I advise you to - it's free, it's six pages (two of which are character sheets) and it's the basis of lots of cool hacks like Remix and FIST.

Standard WoDu 2d6 🔗

So first let's look at the usual numbers. In WoDu as it is, stats range mostly from 0 to 3, and you add your stat to a roll, maybe with some extra modifier or penalty, though as standard there aren't any in the rules, so really only the 0 to 3 rows here are relevant.

All numbers in these tables are percentages btw, and may not add up to 100 due to rounding.

Modifier Fail Partial Success
-31 83.3 16.7 0
-2 72.2 25 2.8
-1 58.3 33.3 8.3
0 41.7 41.7 16.7
1 27.8 44.4 27.8
2 16.7 41.7 41.7
3 8.3 33.3 58.3
4 2.8 25 72.2
51 0 16.7 83.3

Anydice program generating these numbers2

What's pretty clear here is that your failure chance goes down dramatically with skill, but your chance of full-on success doesn't go up a lot. Even with a +3 your chance of a partial is 1/3 and you make a full success only 58% of the time.

Fabula-style dice chain stats, dual rolls 🔗

Fabula Ultima takes a different approach to stats. In Fabula, you have stats on a dice chain - d6 > d8 > d10 > d12 - and every time you make a resolution roll, you roll
two of them (possibly the same one) and add them together. I like this because it gives a sense that tasks can involve more than one ability, and stops one being dominant. For instance, attacking with a weapon that depends mostly on how strong you are like a waraxe is a MIG+MIG (Might) roll; one that also involves agility like a spear is a DEX+MIG roll; a pistol uses a DEX+INS (Insight) roll. In Fabula, the sum of these rolls is compared to a target, usually 10 - it has no "partial success" rules - and also there's a complicated system for critical success and failure which I'm not going to go into here.

So what if you use those rolls but with the PBTA/WoDu results table? After all, the starting value of a stat in Fabula is d6, so a basic roll is going to be 2d6, just like in WoDu. In addition the highest stat you can get is d12, and a 2d12 roll has an average result 3 points higher than a 2d6 one, coincidentally the maximum stat value in WoDu.

Well, this is what happens. I included d4 as a possible stat because why not allow for a weaker-than-average stat?

Roll Fail Partial Success
d4+d4 81.3 18.8
d4+d6 58.3 37.5 4.2
d4+d8 43.8 37.5 18.8
d4+d10 35 30 35
d4+d12 29.2 25 45.8
d6+d6 41.7 41.7 16.7
d6+d8 31.3 37.5 31.3
d6+d10 25 30 45
d6+d12 20.8 25 54.2
d8+d8 23.4 32.8 43.8
d8+d10 18.8 26.3 55
d8+d12 15.6 21.9 62.5
d10+d10 15 21 64
d10+d12 12.5 17.5 70
d12+d12 10.4 14.6 75

Anydice program for the fabula style rolls3

So from this you can see a few things:

Conclusion 🔗

There's no hard conclusion here, but it's something I might explore for my current project because (a) I really like the dual-stat roll system, (b) I also like the WoDu resolution table, and (c) the two apparently work well together - I personally don't like how partials still dominate with high bonuses in WoDu, I feel you should be significantly more likely to succeed in these cases.


  1. At this level it probably isn't worth rolling - find a different question to ask or just say it happens. ↩︎ ↩︎


  2. FAIL: 0 PARTIAL: 1 SUCCESS: 2 function: getresult ROLL:n { if ROLL < 7 { result: FAIL } if ROLL < 10 { result: PARTIAL } result: SUCCESS } loop BONUS over {-3..5}{ output [getresult 2d6+BONUS] named "Modifier [BONUS]" }

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  3. FAIL: 0 PARTIAL: 1 SUCCESS: 2 function: successtype ROLL:n { if ROLL < 7 { result: FAIL } if ROLL < 10 { result: PARTIAL } result: SUCCESS } loop DIE_FIRST over {4,6,8,10,12}{ loop DIE_SECOND over {4,6,8,10,12}{ if DIE_FIRST <= DIE_SECOND { output [successtype 1dDIE_FIRST + 1dDIE_SECOND] named "d[DIE_FIRST]+d[DIE_SECOND]" } } }

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