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Category Archives: Rules

Simple Critical Miss Table for Bows & Crossbows

The joy of rolling on the critical miss table is not exclusive to melee combatants. The second table in our odyssey of battle blunders is for use with bows and crossbows: Critical Miss Table for Bows & Crossbows 1d6 Result 1 Drop arrow or quarrel. 2 Drop bow or crossbow. 3 Drop all arrows or [...]

Simple Critical Miss Table for Hand-to-Hand Weapons

There is something about rolling on a critical miss table that adds a dimension of fun to failure. When you roll the worst possible number you could possibly roll for an attack, something interesting ought to happen, preferably something that underscores the imperfections in all of us and the potential for humorous results. Not all [...]

The Universal Called Shot Table

When your role-playing game of choice lacks rules for called shots, or its rules are cumbersome or unsatisfactory concerning the deliberate targeting of specific hit locations, consider using the Universal Called Shot Table. Utilizing only a single Fudge die, this simple option can be used with any role-playing game. Anytime a character makes a successful [...]

Wound Gauge Options

The idea behind wound gauges is something that can easily be applied to a variety of situations, which I outlined in Optimum Record Gauges for Fudge. One situation I did not describe (because I was saving it for my superhero Fudge game*) was the use of a wound gauge for recording wounds in those genres [...]

Wound Track Options

Wound tracks in Fudge are an ingenious invention. They make it possible for wounds to be recorded individually and have cumulative effects. Wound tracks can be adjusted for the number of wound boxes per wound level, the damage factors corresponding to the wound level, and even the effects of the wounds themselves. I have already [...]

A Realistic Alternative to Trait Penalties for Wounds

The standard method of simulating injuries in Fudge is to impose a penalty to all relevant traits as soon as a character becomes Hurt or Very Hurt. This can lead to the notorious death spiral in which each injury significantly reduces a character’s chances of avoiding further injury or successfully striking an opponent. In other [...]

Taking More Time

In a comment on Simulating Incompetence, 1d30 raised the issue of taking more time to accomplish a task in order to achieve results above one’s skill level. Naturally, one can just fudge it (especially in Fudge), but here are some additional ways to handle it. Dual Skill Levels In Simulating Incompetence, I described how a [...]

Offensive Damage Factors Reconsidered

Several years after posting Offensive Damage Factors Considered, I have decided to rethink the approach. I always thought the idea of starting weapon damage at +0 to be counterintuitive, and Fudge should never be counterintuitive. Therefore, I have moved the starting weapon damage (for small weapons) to +1. This allows +0 to be the exclusive [...]

Simulating Incompetence

How does one simulate incompetence in a role-playing game? In Dungeons & Dragons, one step one can take is to eliminate minimum attribute requirements that prevent the existence of puny fighters, bumbling thieves, and dull-witted magic-users (as suggested by richard in the comments on this article in Grognardia). That’s simple enough, but how does one [...]

Improving the Trait Ladder

Some time ago, I posted an article, The Very Idea: Variations on the Trait Ladder, about the lack of adjectives above Superb and below Terrible on the Fudge trait ladder, in which I offered a simple suggestion that was only half in jest. I suggested adding one “Very” to Superb or Terrible for every level [...]

On the Benefits of Lances, Spears, and Pikes

There is, if I recall correctly, only one rule in Fudge that addresses the benefits of pole arms, and then only indirectly. From Section 4.31, Melee Modifiers: Compare combatants’ weapon sizes and shields (see Section 4.54, Sample Wound Factors List). If one fighter’s weapon + shield value is +2 (or more) greater than the other [...]

Yet Another Cliffhanger Skill for Fudge

Heroes in movie serials are often outnumbered by their enemies, but they are not without their own tactics to even the odds in a fight. One of these is the popular tactic of lying in wait on the ledge of a cliff or stealthily approaching from the roof of a building and then leaping upon [...]