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Category Archives: Rules

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 [...]

Fudging Disease Rules

Diseases can be dealt with in Fudge in much the same way as poisons (q.v.). That is, by describing it in character and in terms of its real world effects rather than worrying about which attributes and skills are lowered by how many levels or what its proper notation should be on a wound track. [...]

On the Benefits of the Shield

For all the millennia that the shield was considered an indispensable part of a soldier’s arms and armor, it is baffling that it should be afforded so little significance in any war game or role-playing game concerned with ancient or medieval combat. In Dungeons & Dragons (at least the editions I am familiar with), the [...]

Personalizing Skill Difficulty

Skill difficulty in Fudge is normally presented in one of two ways: as a single difficulty for all skills, or as a difficulty that varies from skill to skill. (Here I am speaking of the difficulty, and hence the cost, of learning skills, not the difficulty levels associated with using skills.) Another possibility is a [...]

Reconsidering Default Skill Levels

I have reached the conclusion that having multiple default skill levels is not desirable in my Fudge games. I had formerly believed that the standard default skill level of Poor (and skill difficulty of Average) was fine for free-form games and creating characters on the fly (with certain exceptions), but I now think it’s best [...]

Cliffhanger Close Combat Clobbered

A typical cliffhanger has at least one close combat scene per episode, and unless the hero is endowed with supernormal powers that enable him to dispatch his foes with alacrity, the fight will probably be lengthy and have an even chance of ending in triumph or defeat. A single blow will rarely put an enemy [...]

Another Cliffhanger Skill for Fudge

One of the most infamous tropes of the cliffhanger movie serial is that of the superhero with the flimsy secret identity. Whether it’s reporter Clark Kent’s curious absence whenever Superman appears or Batman and Robin driving Bruce Wayne’s automobile (or even being chauffeured by Alfred),* somehow the hero is able to maintain a separation of [...]

How to Juggle Hit Location Rules in Fudge

As I mentioned previously (q.v.), I like to use different rules options depending on my mood in any given session. Some options are too good not to use, so I try to use them all. Another combat-related example is hit locations. I like called attacks. I also like random hit locations. I also like hits [...]