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Tag Archives: Fudge

Survival Horror Wound Gauges Reconsidered

In Wound Gauge Options, I offered some alternate methods of recording wounds in Fudge for specific genres including survival horror. This is a revision and expansion of that segment of the article. The survival horror wound gauge causes characters to be gradually worn down as their reflexes become slower and their top speed (movement rate) [...]

The Very Idea 2: More Variations of the Trait Ladder

What started as a joke continues as a joke, and I make no recommendations whatsoever to use any of these unconventional trait ladders in Fudge (except the first). In fact, I think it is counterproductive to introduce a multitude of different trait ladders as it does nothing but create confusion. Nonetheless, here are four more [...]

The Very Idea: Variations of the Trait Ladder

From time to time one hears complaints about the trait ladder of Fudge being “broken” because the adjectives do not extend above Superb or below Terrible, whereas results may occur beyond these ranges, especially when characters possess Great or Superb traits. I consider any result above Superb to be an extension of Superb, and it [...]

More Useless Trait Ladder Variations for Fudge

In 2006, I posted The Very Idea: Variations of the Trait Ladder in the Omnium-Gatherum section of Fudgery.net. In 2007, I wrote a sequel to that article and didn’t bother to post it. I felt it was lacking something and eventually forgot about it. Now, at the end of 2011, I have dusted it off, [...]

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 [...]

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 [...]

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 [...]

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 [...]

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 [...]