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# D&D/Fate Mashup

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##### Narrative power mixed with crunchy awesomeness
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##### Table Of Contents
- **[1 D&D/Fate Mashup](#p1)**
  - [1.1 d20 as 4DF](#p3)
    - [1.1.1 Ladder](#p3)
  - [1.2 Attributes](#p3)
  - [1.3 Proficiency bonus](#p3)
  - [1.4 Health](#p3)
    - [1.4.1 Wounds](#p3)
  - [1.5 Resting](#p3)
    - [1.5.1 Demote a wound](#p3)
    - [1.5.2 Healing and Wounds](#p3)
  - [1.6 Dice Conversion](#p4)
  - [1.7 Armor Class](#p4)
  - [1.8 Attack](#p4)
  - [1.9 Saving Throws](#p4)
  - [1.10 Spell DC](#p4)
  - [1.11 Skills](#p4)
  - [1.12 Critical Success/Failure](#p4)
  - [1.13 Fate Points](#p4)
    - [1.13.1 Gaining a fate points](#p4)
  - [1.14 Aspects](#p4)
    - [1.14.1 Character Aspects](#p4)
    - [1.14.2 Scene Aspects](#p4)
    - [1.14.3 Overcome](#p5)
    - [1.14.4 Action Economy](#p5)
    - [1.14.5 Advantage/Disadvantage](#p5)
    - [1.14.6 Spells](#p5)
    - [1.14.7 Zones](#p5)
    - [1.14.8 The Narrative](#p5)
  - [1.15 Converting Monsters](#p5)
    - [1.15.1 Example Monster Conversion](#p6)
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## d20 as 4DF
Use the following chart to convert d20 roll to 4dF:

Roll | Result | d20 v. Fate
:---:|:------:|:----:
20	 | +4 	  | 5% v 1.23%
19	 | +3 	  | 5% v 4.94%
17,18| +2 	  | 10% v 12.35%
14-16| +1 	  | 15% v 19.75%
8-13 |  0 	  | 30% v 23.46%
5-7	 | -1 	  | 15% v 19.75%
3,4	 | -2 	  | 10% v 12.35%
2	 | -3 	  | 5% v 4.94%
1	 | -4 	  | 5% v 1.23% 


### Ladder
Whenever you attempt an uncontested action the Game Master will choose a difficulty. Most task start out with an Average difficulty and go up by 1 on the ladder for each complication. If the player has something in their favor then the difficulty may go down 1 on the ladder.

DC | Ladder | Description
:-:|:------:|:-------------
40 | +8 	| Legendary
35 | +7 	| Epic
30 | +6 	| Fantastic
25 | +5 	| Superb
20 | +4 	| Great
15 | +3 	| Good 
10 | +2 	| Fair
 5 | +1 	| Average
 0 | +0 	| Mediocre
 - | -1 	| Poor
 - | -2 	| Terrible

## Attributes
* Default Array: 2,2,2,1,1,0
* Adjusted Array with Race: 4,3,2,1,1,0
* Creation Max: 4 with racial bonus
* Total Max: 5

## Proficiency bonus
Apply proficiency bonuses as noted in the 5e rules.
```
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## Health
Use hit points as written in the 5e rules. Whenever a creature is critically hit it also recieves a wound.

### Wounds & Wound Aspects
Creatures take a more grievous wounds when they recieve a critical hit or when they take damage while dying (A character with 0 hit points is dying). When this happens, create an aspect in the first empty wound slot - this is a description of the wound. These aspects may be used against the creature just like any other aspect. If a creature that has no open wound slots receives another critical hit it is slain. 

All characters have a **Mild, Moderate and Severe** wound slot. In addition, they gain the following bonus Wound slots based on their CON bonus

Constitution	| Bonus Slot
:--------------:|:-----------
0 to 1			| n/a	
2 to 3			| Mild
4 to 5			| Moderate
6 to 8			| Severe

## Resting
Character's may take long and short rests to recover resources and health.

* Long Rest
	* Clear all health boxes
	* Demote one wound
    * Regain all Hit Dice
* Short Rest 
	* Spend a Hit Dice and clear boxes 

### Demote a wound
Demoting a wound allows you to take a Wound and move it down to one lower wound ranking. A mild wound that is demoted goes away.

You can only demote a wound if the wound below it is clear. For example, a character with a Serious and a Mild wound cannot demote the Serious wound until the Mild wound is demoted. After 1 long rest the Mild wound goes away. A second long rest demotes the Serious Wound to a Mild wound and finally, on a 3rd long rest, the wound is gone.

### Healing and Wounds
Healing spells will clear health boxes, but will not demote wounds. Only resting can do that. For healing, clear boxes equal to the value of your healing roll. Use the Dice Conversion table above to determine what dice to roll. 

For example, Rex has his 1, 2 and 4 health box checked. Lucy (WIS 3) casts Healing word and rolls 4dF + 3 with a result of 4. Rex can clear his 1 and 2 boxes or his 4 box, but not both.
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## Dice Conversion
[Damage by increasing bonus](http://anydice.com/program/acef)

Whenever damage is dealt, use the normal damage dice for the attack as listed in the 5e SRD.

## Armor Class
* AC = AC - 10

If you attempt to wear armor that you are not proficient then you suffer a -2 penalty to any skill checks, attack rolls or saving throws that involve STR/DEX and you cannot cast spells. Additionally, you do not gain your DEX bonus while wearing armor you are not proficient in.

## Attack
To attack a character roll **4dF + (STR/DEX) + Proficiency Bonus** and compare it to the Armor value of the target. If you tie then you deal the minimum damage, if you succeed then you deal the minimum damage + the damage roll.

* Critical Failure = Miss
* Less than AC = Miss
* Equal to or Greater = Hit
* Critical Success = Hit & Max damage

[Max AC with attack using prime stat + prof](http://anydice.com/program/acf2)

## Saving Throws

This is essentially an Overcome action. When converting DC
* Ability bonus + Proficiency bonus
* If the above information is not known, then use DC - 10

**4dF + Attribute + Proficiency Bonus (if trained)**

_Example: 4df + 2 attribute = 4df + 2 (untrained)_

_Example: 4df + 3 attribute + 2 proficiency = 4df + 5 (trained)_

## Spell DC
ability modifier + proficiency bonus

_Example: 3 (int) + 2 prof bonus = 5_

## Skills
A character trained in a skill adds her proficiency bonus to the skill roll. Making a skill check takes an action unless otherwise stated.

## Critical Success/Failure
You can critically fail or succeed on attacks. 

* Rolling 4+ on the dice is a critical success
* Rolling 4- on the dice is a critical failure

## Fate Points
Players begin each session with 3 fate points. The DM gains fate points equal to the number of players during each scene (i.e. combat, social scene, etc)

Fate points can be spent in the following ways, but they must have narrative support:

* Reroll the dice
* Add + 2 to a current roll
* Create a scene aspect

### Gaining a fate points
Fate points can be gained in the following way:

* +1 for each Wound (after combat ends)
* +1 for being taken out (after combat ends)
* +1 for having a character aspect used against you (received immediately)

## Aspects
### Character Aspects
Characters can have up to 4 aspects.

* ***High Concept.*** The characters high concept should include their race and class
* ***Trouble.*** What trouble follows the character around.
* ***Adventure.*** Characters may have up to 2 adventure aspects which relate to their adventuring career/profession. This includes relationships, gear, deity, or special skills.
* ***Quest.*** At the Game Master discretion, the party may hae access to a quest aspect. This aspect is only active while the memebers are actively engaged in the specific quest.

### Scene Aspects
During a scene characters may add to the narrative of the scene by creating aspects, like pushing over a book shelf, scattering caltrops, etc. When this happens, these aspects become narratively true, until they are not longer true

Creating an aspect requires an action or the expenditure of a fate point and making a Skill check. Creating aspects works as follows:

- ***Create an aspect on another character as a contested skill roll***
	* Examples: Grapple, Knockdown, Sand in the Eyes
- *** Creating an uncontested aspect requires an [+1] Average + 1 per additional complication.***
	* Examples: Fire, Caltrops, Swing From A Chandelier
    
#### Using Aspects
**A creature that creates an aspect can use it one time as a free action.** Additional uses of the aspect require the expenditure of an action or a fate point. When a character uses an aspect you can add +2 to your current roll or add -2 to a target creatures roll if appropriate. See **Action Economy** below.

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### Overcome
A character may attempt to overcome an aspect in order to remove it from themselves or in order to remove (or ignore) that aspect on another character.

If a creature has the Hidden aspect, characters must Overcome the hidden aspect in order to see the creature. Overcoming an aspect requires an action, after which the aspect no longer applies-unless there is a narrative reason for the aspect to re-apply later on.

### Action Economy
Use the same action economy as listed in 5e rules. In addition to the normal uses of the action types, the following options exist:

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##### Expanded Action Uses

- ***Bonus action.*** on your turn you may spend your **bonus action** to use an existing aspect
- ***Reaction.***
	- when you are the target of an action you may use your **reaction** to use an existing aspect.
    - when an ally is the target of an action you may use your **reaction** to use an existing aspect if you are in a position to interfere with the action
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### Advantage/Disadvantage
Use the rules for advantage/disadvantage as noted in the 5e rules.

### Spells
Use the spell description from the 5e SRD as closely as possible. Convert the DC numbers as per the rules above. Where aspects seem logical, introduce them into the scene. For example, a Fireball spell may create an On Fire aspect in the area. The caster of the spell can use any aspect as as a free action one time after creating it.

#### Spell Slots
Spell slots are enforced per the 5e rules

### Zones
If you need to account for zones, assume 1 zone equals 1 room in most cases.

## Converting Monsters
Monsters should be considered individual creatures and don't use the mob options from Fate Core. Convert 5e monsters as follows:

- ***Aspects.*** Use the creatures type and traits as aspects
- ***AC.*** AC - 10
- ***DC.*** DC - 10
- ***Attack Bonus.*** Attack Bonus / 2
- ***Skills.*** Skill / 2
- ***Damage.*** Use listed damage
- ***Health & Wounds.*** A creature with no wound slots is killed if it takes a single critical hit. Use the following chart to determine a creatures wound slots.

Constitution	| Wound Slot
:--------------:|:-----:|:-----------
0 to 1			| 1		| n/a
2 to 3			| 2		| Moderate
4 to 5			| 3		| Severe
6 to 8			| 4		| Mild
9 to 10			| 5		| Moderate
11+				| 6		| Severe

### Example Monster Conversion

___
> ## Goblin
>*Small Humanoid (Goblinoid)*
> ___
> - **Armor Class** 5 (Leather, shield)
> - **Hit Points** 7 (2d6)
> - **Wounds** n/a
> - **Speed** 50ft.
> - **Alignment** Neutral Evil
>___
>|STR  |DEX  |CON  |INT  |WIS  |CHA  |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|-1   |+2   |+0   |+0   |-1   |-1   |
>___
> - **Senses** passive Perception -1, darkvision 60ft
> - **Languages** Goblin
> - **Challenge** 1/4 (25 XP)
> ___
> ### Traits
> ***Nimble Escape. *** The goblin can take the Disengage or Hide action as a Bonus Action on each of its turns.
> ### Actions
> ***Scimitar.*** *Melee Weapon Attack:* +2 to hit, reach 5ft., one target. *Hit* 1d6+2 slashing
>
> ***Shortbow.*** *Melee Weapon Attack:* +2 to hit, reach 580/320ft., one target. *Hit* 1d6+2 piercing

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