We need to figure out what we should be rolling. If we assume a Fate of 5 and a Type of 3-5, that gives us...10 points. Since we want the Awesome score to be equalish to this, that means a starting character (if they are awesome enough) could be rolling against a 20 target, with no difficulty modifier. This seems high.
I really like the idea of using d6's. They are everywhere, you can steal them from any of dozens of board games, and you can buy them in packs of a million for a few bucks. Of course, to even make it a challenge, you're already rolling like 4d6.
That leaves us with bigger dice. If you want, say, a 75% chance of success on a "normal" roll with no modifier, given a target of 20, that's
a top roll of 27ish . That gives us...1d30? 2d14? Not exactly common dice, even among the niche roleplaying dice. If we were releasing a shiny boxed set, maybe. If Game Science or Koplow were slipping me freebies, maybe. 3d10 could do, but I really don't like exceeding 2 dice, unless the more dice you have the better you are. 2d12? d12s are...I don't know. I have a million of them, but I have a problem when it comes to dice.
The other option is to reduce the scores. 2 for a fate. 2 for a primary type, 1 for a secondary type. That gives us a default of 10, when the Awesomeness is included. 2d8 is a nice throw, here. Difficulty modifiers are probably going to be commonly thrown in by Directors, which might slide us down to regular targets of 7 or so in the beginning, which would give us about a 50% shot with 2d8, so that's a real possibility. This also assumes we figure out how to make players actually be Awesome, without becoming Boring.
This is probably going to have to come out of playtesting, methinks.
I've been looking over how we calculate health. Fate + 2(Primary + Second). That's...math. Depending on where our final stats fall in, maybe just stick with Scene Health being Primary + Secondary, and Adventure Heath being Fate. Straight up.
Once we get a few more things ironed out, I REALLY need to get working on some of the settings and adventures. This is the important part of the game. The whole idea behind our rules is that we don't want them to be in the way of what makes the game fun, the story. Roleplaying is, after all, collaborative storytelling. I have a lot of ideas, just need to make them cohesive and get them together.