Player's Handbook · Chapter 3

One Roll: Four Actions, Four Outcomes

Everything you attempt with dice in Fate is the same roll: 4dF + your skill, against a difficulty on the Ladder or an opponent's roll. Fate dice run −4 to +4 and cluster hard around 0 — your skill matters more than your luck. The full text is in @Missing file.

The four actions

  • Overcome — get past an obstacle: pick the lock, leap the gap, talk past the guard.
  • Create an advantage — make or discover an aspect you can use: throw sand in his eyes (Blinded), case the room (I Know the Exits). This is the action experts spam, because it stacks free invokes for the roll that matters.
  • Attack — harm someone, physically or mentally.
  • Defend — oppose an attack or maneuver. Rolled on the other side's turn.

The four outcomes

ResultWhat happens
Fail (below opposition)You don't get it — or you get it at a serious cost
Tie (equal)You get it at a minor cost, or gain a boost
Succeed (1–2 over)You get what you wanted
Succeed with style (3+ over)You get it and a boost or an extra free invoke

The margin is counted in shifts, and shifts are the game's exchange rate — on an attack they become the harm the defender must absorb.

Boosts

A boost is a disposable aspect with one free invoke — Off Balance, Distracted — that vanishes when used or when the moment passes. Succeed-with-style generates them constantly; spend them while they're hot.

The Ladder

Mediocre (+0), Average (+1), Fair (+2), Good (+3), Great (+4), Superb (+5) — difficulties are set in those terms, and @Missing file has the full run. When the GM says "the vault door is Good," you know exactly what that means: roll, add, compare. There is no other resolution mechanic in the game.

Manual updated Jul 29, 2026.