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
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.