Light and Dark Fate

By Fussypants, in Talisman Home Brews

They have one reference to light and dark fate. (One of the endings)

I was wondering if they had plans to expand on the differences.

I was thinking that when you initally get the fate you choose how you want it.

Light fate for re rolls on your die and a dark fate for an enemy die re roll.

My gf "claims" that when I roll the die for an enemy she is fighting, I always roll a 6.

I was thinking of this as a optional house rule to test it out.

Any thoughts or suggestions?

We use the dark fate to re-roll a die, and the bright fate to add or subtract one from a die roll. We make it so you have to choose what colour of fate you get when you gain a fate token.

I like the thought of using the dark side to add or subtract one from a die roll.

That might be worth trying out.

Thanks for the idea.

we use the light side to show unused fate, and then when they are used we convert them to the dark side

Fussypants said:

Light fate for re rolls on your die and a dark fate for an enemy die re roll.

This is close to what was hinted at in the earliest days of the whole two-sided fate token, but more specifically... light allows a player to re-roll one of its own dice while dark is used to force another player to re-roll one of its dice. It had nothing to do with Enemies or creatures, which created a problem in interpretations. Ex: when a roll is made upon encountering the Witch, is it really the player's roll or the Witch's reaction roll? We've always ruled that "action taken" is the key, so Fate may only be used by a player to re-roll a die connected to its character's own actions: combat roll, rolling below a stat, some rolls for abilities and spells it use, and that's about it for Talisman.

Overall, forcing a creature you are fighting to re-roll has little greater effect on victory for you than just re-rolling one of your own die. But there are some situations where you may roll high against a creature that has you beat by 4 or more stat points before combat... and you still lose. That would be the only situation where forcing a creature to re-roll is the only viable change... within certain limits... to achieve victory.

Think of the Demon taking on a character with craft 6 that rolls a 6; the Demon rolls a 4. That's 12 to 13. There's no point to the character re-rolling, but there is to making the Demon re-roll, or some people might think so. There's 16.7% chance that the Demon might re-roll a 1. And that's not really a good expenditure of a Fate anyway.

Generally, Fate isn't really fate in Talisman... its just dumb luck on a momentary do-over. If it is Fate, it is the character's own, and that's not applicable to someone or something else... which has its own Fate, as all things do. That is why we do not allow use of Fate on anything but the player's own rolls for its own character's actions.

Using Fate for a mod (+/-1) instead of a re-roll has also been done in a number of house rules, though herein is a slightly different take on it in forcing players to take a certain type of Fate for each separate use. Not sure I care for that. Most house rules have Fate as generic without color, and the player can choose how to use it in the moment. It's more flexible and less complicated that way. Most such rules allowing Fate for mod or re-roll require that the mod option be spent before the roll... otherwise the abuses of the rule are rampant. I won't reiterate all of them. Some rules sets disallow doing both on the same roll, so if you go for a "mod" option before the roll and still fail, you cannot use the "re-roll" option on that same die roll.