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Comfy Trait Ladders 2

It is all well and good to rename levels of the trait ladder in order to maximize emotional comfort (q.v.), but some may find the notion of describing “Poor” as “Fine” to be a trifle too cloying. To amend this (and simultaneously tilt the ladder even more toward the positive pole), a new and improved optimistic “trait ladder” has been devised, known as…

The New & Improved Optimistic Trait Ladder

Fudge Traits # Optimistic Traits
  +6 Magnificent!
  +5 Super!
  +4 Great!
Superb +3 Excellent!
Great +2 Good!
Good +1 Very Fine!
Fair 0 Fine!
Mediocre -1 Somewhat Fine!
Poor -2 Marginally Fine!
Terrible -3 Almost Marginally Fine!

As you can see, the less wonderful levels have been renamed to reflect their decreased desirability, and the upper levels have been lifted to the loftier heights they deserve. Also suitable for game adaptations of Candide.

Comfy Trait Ladders

For those players who are disturbed by the idea of selecting a skill or attribute at a beginner’s level of competency due to the perceived stigma attached to not being an expert in all things, and for those GMs who haven’t the heart to describe a player’s failures in negative terms, I offer the following optional trait ladder scientifically designed to remove the taint of merely fair performances, general mediocrity, poor self image, and consequences deemed “terrible.” Instead, all trait levels are specially chosen to encourage positive reinforcement and cushion the trauma of disappointment. In fact, I predict the next step in the evolution of role-playing will be to eliminate the possibility of failure entirely! Won’t that be exciting?

The Positive Reinforcement Trait Ladder

Fudge Traits # Happy Positive Traits :-)
Superb +3 Magnificent!
Great +2 Super!
Good +1 Great!
Fair 0 Excellent!
Mediocre -1 Good!
Poor -2 Fine!
Terrible -3 Acceptable!

Alternatively, for those who have difficulty memorizing words, I present…

The Good Trait Ladder

Fudge Traits # Good Traits
Superb +3 Good!!!
Great +2 Good!!
Good +1 Good!
Fair 0 Good
Mediocre -1 Goood
Poor -2 Gooood
Terrible -3 Goooood

As you can see, there is only one word in this trait ladder, modified upwards by adding exclamation points and downwards by adding vowels. In play, exclamation points are vocalized by increasing volume accordingly, and additional vowels are expessed by lengthening the word as it is spoken. It is nothing if not Goooood.

Back to the Web Log…

I apologize to my (three) readers for the scarcity of articles this summer. My spring momentum seems to have unsprung. After a flurry of activity, June yielded one article, and this is the first article to be posted in July. Yet I am undaunted by this dry spell. As a prelude to resuming my dogged pursuit of diversions, I offer you links to articles by someone else who in turn offers links…

The first, posted yesterday on E. Gary Gygax’s birthday, pertains to the Gygax Memorial Fund.

The second, posted today, pertains to Tékumel Foundation News regarding the preservation of important artifacts and relics discovered in certain secret archaeological excavations. Well, that’s not entirely factual, but you will have to read the article to learn the truth.

On with the show (I hope)!

Simple Critical Miss Table for Muzzleloaders

Primitive firearms have their own unique mishaps from the misfire that requires a complete reloading of the weapon (usually a time-consuming process) to the explosion that requires last rites. Our seventh table of tribulations is for use with muzzleloaders:

Critical Miss Table for Muzzleloaders
1d6 Result
1 Drop weapon.
2 Weapon misfires.
3 Weapon misfires and slips from grasp.
4 Ricochet in random direction.
5 Mechanism breaks.
6 Weapon explodes.

Random directions for firearms, whether caused by accidental discharge or ricochet, may be determined by the usual means (1d6 for hexes, 1d8 for squares, or a compass die) modified by a roll on the following table:

1dF Result
+ Upward vertical
0 Horizontal
- Downward vertical

A d6 may be substituted if Fudge dice are scarce in your vicinity.

Random Potion Description Generator

Sometimes it is expedient to use a random table to generate treasure that may be found by player characters in the course of their adventures. What these tables often lack, however, are descriptions, which are left to the GM to invent if he or she is so inclined. The following tables are designed to help GMs concoct spur-of-the-moment descriptions of one particular type of treasure: potions.

Roll on as many or few of the tables as desired to create a description for any magical potion. If, like me, you are not an advocate of the philosophy that all enchanted and/or cursed items are identical unless used, worn, or consumed, then you might find it useful to make a note of any descriptions generated. Then, whenever the item is encountered again, the player characters will be able to recognize what it is likely to be. Note that any description does not necessarily indicate what all potions of that variety are like, but what that particular recipe is like. Healing potions from different regions or different schools of healing craft may be very different from one another yet have the same curative properties. Potions with very different effects may also have have similar descriptions. Careful adventurers who catalogue the descriptions and effects of various potions should be rewarded for their efforts by a faithful consistency in representing previously encountered potion recipes.

These tables are not all-encompassing. Although it is possible to generate a wide variety of descriptions using them, the GM is advised to add extra details to complete the potion description. For instance, a randomly generated potion might be described as transparent, syrupy, sweet, and hot, with a hint of clover. Another potion could be opaque, syrupy, sweet, and cool, with a silvery blue color and tasting faintly of raspberries. Any two different potions may have one or more qualities in common (including extra details), but none will have all of them in common. If they do, then they are of the same recipe, and thus possess the same properties.

These tables are for use with Fudge dice, but a d6 may be substituted.

Table A
1dF Result
+ Transparent
0 Translucent
- Opaque

 

Table B
1dF Result
+ Effervescent
0 Watery
- Syrupy

 

Table C
1dF Result
+ Sweet
0 Salty
- Bitter

 

Table D
2dF Result
+2 Hot
+1 Warm
0 Tepid
-1 Cool
-2 Cold

Bonus potion: The potion of aquatic existence is translucent, effervescent, salty, cold, green in color, luminescent in the dark, and similar to broccoli in flavor. It grants the drinker the ability to exist comfortably underwater for seven days. The beneficiary of this enchantment is able to breathe underwater, survive the pressures of the greatest depths, and withstand the coldest waters with no harm whatsoever.

These tables are meant to generate descriptions for previously determined potions, but the potion above is an example of generating the description first and inventing a potion based on the results. The extra details were added once I decided on the nature of the potion.

Improving the Trait Ladder 2

I am rethinking the improved trait ladder (q.v.), and it has occurred to me that trying to find four additional words that express increasing degrees of the Superb and the Terrible may be as fruitless as trying to assess whether Amazing or Incredible is objectively superior in an extended trait ladder for superheroes. My own solution for the latter was to arrange them alphabetically, so why not extend the same solution to the improved trait ladder? All we are essentially trying to express is the concept of Superb (or Terrible) only more so. Instead of fussing over whether Exceptionally is better than Exceedingly or Extremely (and there are certainly too many “e” words for comfort), I’ve decided to use synonyms for sense 2 of the adverb very (“in actual fact”). In Merriam-Webster’s Collegiate Thesaurus, these are given as “actually, de facto, genuinely, really, truly, veritably.” Of these, the last four suit my purposes, which gives us this:

Fudge Traits # Improved Traits
Superb +4 +7 Veritably Superb
Superb +3 +6 Truly Superb
Superb +2 +5 Really Superb
Superb +1 +4 Genuinely Superb
Superb +3 Superb
Great +2 Great
Good +1 Good
Fair 0 Fair
Mediocre -1 Mediocre
Poor -2 Poor
Terrible -3 Terrible
Terrible -1 -4 Genuinely Terrible
Terrible -2 -5 Really Terrible
Terrible -3 -6 Truly Terrible
Terrible -4 -7 Veritably Terrible

Yes, they mean the same thing, but it has the sound of a more natural, intuitive progression, which is aided by their arrangement in alphabetical order. I think some playtesting is in order.

Critical Miss Injuries in Fudge

You may have noticed that in almost every critical miss table I have presented, a roll of 6 results in injury to the unfortunate forced to roll on it. Whether by shooting oneself in the foot or stabbing oneself in the thigh, the damage is determined in most games simply by rolling the specific weapon’s damage. In Fudge, however, damage is normally determined by the weapon’s offensive damage factor plus the relative degree. Since the criteria for what constitutes a critical miss may vary from GM to GM (a natural roll of -4, any roll under Terrible, etc.), I suggest that relative degree, strictly for the purposes of self injury in a critical miss, be determined by rolling 1d3 (or 1dF where “-”=1, “0″=2, “+”=3).

Simple Critical Miss Table for Automatic Pistols

Different types of firearms malfunction differently even when they are approximately the same size. The sixth table in our saga of slip ups is for use with automatic pistols:

Critical Miss Table for Automatic Pistols
1d6 Result
1 Drop weapon.
2 Weapon jams.
3 Weapon jams and slips from grasp.
4 Ricochet in random direction.
5 Mechanism breaks.
6 Shoot self.

Random directions for firearms, whether caused by accidental discharge or ricochet, may be determined by the usual means (1d6 for hexes, 1d8 for squares, or a compass die) modified by a roll on the following table:

1dF Result
+ Upward vertical
0 Horizontal
- Downward vertical

A d6 may be substituted if your Fudge dice cannot be found.

Simple Critical Miss Table for Revolvers

Firearms open up new possibilities for critical miss mayhem. The fifth table in our fable of fumbles is for use with revolvers:

Critical Miss Table for Revolvers
1d6 Result
1 Drop weapon.
2 Drop weapon; discharges in random direction.
3 Ricochet in random direction.
4 Ricochet in random direction.
5 Mechanism breaks.
6 Shoot self.

Random directions for firearms, whether caused by accidental discharge or ricochet, may be determined by the usual means (1d6 for hexes, 1d8 for squares, or a compass die) modified by a roll on the following table:

1dF Result
+ Upward vertical
0 Horizontal
- Downward vertical

A d6 may be substituted if you fail to find a Fudge die.

Simple Critical Miss Table for Thrown Weapons

Thrown weapons are not radically different from hand-to-hand weapons and neither are their critical miss tables. The primary difference is in their greater tendency to fly in random directions (and at greater distances). The fourth table, then, is for use with thrown weapons:

Critical Miss Table for Thrown Weapons
1d6 Result
1 Drop weapon in front.
2 Drop weapon behind.
3 Weapon flies 1d6 meters in random direction.
4 Weapon flies 2d6 meters in random direction.
5 Weapon flies 3d6 meters in random direction.
6 Injure self with weapon.

Again, the direction of flight for weapons that become airborne may be determined with 1d6 for hexes, 1d8 for squares (including diagonal movement), or a compass die. (A compass die is a d8 with the points of the compass instead of numerals, i.e. N, E, S, W, NE, SE, SW, NW. You can also just roll a d8 and substitute the directions for the numerals, e.g. 1=N, 2=E, 3=S, 4=W, 5=NE, 6=SE, 7=SW, 8=NW.)

Simple Critical Miss Table for Unarmed Combat

Fumbles in combat are by no means limited to wielders of weapons. The third table in our telemachy of turmoil is for use with unarmed attacks:

Critical Miss Table for Unarmed Combat
1d6 Result
1 Trip forward.
2 Stumble backward.
3 Slip and fall.
4 Sprain arm or leg.
5 Knock self unconscious.
6 Strike self.

This table may also be used instead of or in combination with any other critical miss table. Possible variations may include:

  • Allowing the player who fumbled to choose the table,
  • Allowing the opponent to choose the table,
  • Having the GM choose the table(s), or
  • Randomly determining the table (Roll 1d6: 1-2=armed table; 3-4=unarmed table; 5-6=both tables OR: 1-3=armed table; 4-5=unarmed table; 6=both tables).

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 quarrels.
4 Arrow or quarrel breaks.
5 Bowstring breaks.
6 Bow or crossbow breaks.

You may notice that there is a slightly greater chance for a weapon to be damaged than in the previous table. This reflects the more fragile nature of bows or crossbows compared to most hand-to-hand and thrown weapons.