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<channel>
	<title>Fudgerylog &#187; Fudge</title>
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	<description>Better role-playing through dead reckoning</description>
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		<item>
		<title>Survival Horror Wound Gauges Reconsidered</title>
		<link>http://www.fudgery.net/fudgerylog/2012/01/20/1005/</link>
		<comments>http://www.fudgery.net/fudgerylog/2012/01/20/1005/#comments</comments>
		<pubDate>Fri, 20 Jan 2012 18:16:52 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Fudge]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[Rules]]></category>
		<category><![CDATA[horror]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=1005</guid>
		<description><![CDATA[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) [...]]]></description>
			<content:encoded><![CDATA[<p>In <a href="http://www.fudgery.net/fudgerylog/2011/05/06/822/">Wound Gauge Options</a>, I offered some alternate methods of recording wounds in <b><i>Fudge</i></b> for specific genres including survival horror. This is a revision and expansion of that segment of the article.</p>
<p>The survival horror wound gauge causes characters to be gradually worn down as their reflexes become slower and their top speed (movement rate) decreases. Unlike the standard wound gauge, there are four levels instead of five, and the standard number of boxes per level is eight (for a governing trait at Fair), with two boxes added for each positive level in the governing trait, and two boxes subtracted for each negative trait level.</p>
<div align="center">
<table border=1>
<tr>
<th>Trait Level</th>
<th>Boxes/Gauge Level</th>
</tr>
<tr>
<td>Superb</td>
<td>14</td>
</tr>
<tr>
<td>Great</td>
<td>12</td>
</tr>
<tr>
<td>Good</td>
<td>10</td>
</tr>
<tr>
<td>Fair</td>
<td>8</td>
</tr>
<tr>
<td>Mediocre</td>
<td>6</td>
</tr>
<tr>
<td>Poor</td>
<td>4</td>
</tr>
<tr>
<td>Terrible</td>
<td>2</td>
</tr>
</table>
</div>
<p>The sample wound gauge that follows shows the standard eight boxes per level for a character with an attribute of Fair (whether it is Health, Vitality, Stamina, Endurance, etc.).</p>
<p><b>Survival Horror Wound Gauges</b></p>
<div align="center">
<table border=0>
<tr>
<td><font color="#008000">Fine (no effect):</font></td>
<td><font color="#008000">OOOOOOOO</font></td>
</tr>
<tr>
<td><font color="#ffd700">Caution (-1 to initiative; 50% speed):</font></td>
<td><font color="#ffd700">OOOOOOOO</font></td>
</tr>
<tr>
<td><font color="#ff0000">Critical (-2 to initiative; 25% speed):</font></td>
<td><font color="#ff0000">OOOOOOOO</font></td>
</tr>
<tr>
<td>Danger (-3 to initiative; 10% speed):</td>
<td>OOOOOOOO</td>
</tr>
</table>
</div>
<p>When the last box at the Danger level is marked, the character is dead. The certainty of this outcome contributes a grittiness that can be lacking in methods that relegate the question of a player character&#8217;s death to the GM&#8217;s judgment. Optionally, the Danger level can be dropped from the wound gauge to maximize the&#8230; <em>danger</em>.</p>
<p>[Edit: If simultaneous combat rounds are being used, the initiative penalties may be interpreted as combat trait penalties or disregarded.]</p>
]]></content:encoded>
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		</item>
		<item>
		<title>The Very Idea 2: More Variations of the Trait Ladder</title>
		<link>http://www.fudgery.net/fudgerylog/2011/12/30/976/</link>
		<comments>http://www.fudgery.net/fudgerylog/2011/12/30/976/#comments</comments>
		<pubDate>Fri, 30 Dec 2011 20:57:01 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Fudge]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[satire]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=976</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>What started as a joke continues as a joke, and I make no recommendations whatsoever to use any of these unconventional trait ladders in <b><i>Fudge</i></b> (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 for your amusement.</p>
<p>The first is a slight modification of the Not-So-Very-Varied Trait Ladder. Some players don&#8217;t feel quite right about not having a Legendary trait level, so instead of adding Very to each additional level above Superb, Legendary is situated above Superb and each level above that adds another Very. The same is done with sub-Terrible trait levels and the substitution of Abysmal.</p>
<div align="center">
<table border=1>
<tr>
<th>Fudge Traits</th>
<th>#</th>
<th>Epic Not-So-Very-Varied Traits</th>
</tr>
<tr>
<td>Superb +4</td>
<td>+7</td>
<td>Very Very Very Legendary</td>
</tr>
<tr>
<td>Superb +3</td>
<td>+6</td>
<td>Very Very Legendary</td>
</tr>
<tr>
<td>Superb +2</td>
<td>+5</td>
<td>Very Legendary</td>
</tr>
<tr>
<td>Superb +1</td>
<td>+4</td>
<td>Legendary</td>
</tr>
<tr>
<td>Superb</td>
<td>+3</td>
<td>Superb</td>
</tr>
<tr>
<td>Great</td>
<td>+2</td>
<td>Great</td>
</tr>
<tr>
<td>Good</td>
<td>+1</td>
<td>Good</td>
</tr>
<tr>
<td>Fair</td>
<td>0 </td>
<td>Fair</td>
</tr>
<tr>
<td>Mediocre</td>
<td>-1</td>
<td>Mediocre</td>
</tr>
<tr>
<td>Poor</td>
<td>-2</td>
<td>Poor</td>
</tr>
<tr>
<td>Terrible</td>
<td>-3</td>
<td>Terrible</td>
</tr>
<tr>
<td>Terrible -1</td>
<td>-4</td>
<td>Abysmal</td>
</tr>
<tr>
<td>Terrible -2</td>
<td>-5</td>
<td>Very Abysmal</td>
</tr>
<tr>
<td>Terrible -3</td>
<td>-6</td>
<td>Very Very Abysmal</td>
</tr>
<tr>
<td>Terrible -4</td>
<td>-7</td>
<td>Very Very Very Abysmal</td>
</tr>
</table>
</div>
<p><b>The All American Trait Ladder</b></p>
<p>Here is the trait ladder for Americans of the Great Depression and Second World War. This is the language of gangsters and coppers, flappers and mols, GIs and MPs, the Three Stooges and Our Gang. It&#8217;s the Common Man&#8217;s trait ladder, and it&#8217;s Swell, see? And don&#8217;t let any Lousy bum tell you differently. Besides, that palooka is only a So-So boxer and you&#8217;re, well, you&#8217;re O.K. with your mitts. Sure, you can take him. Oh, you mean the bruiser over there? He&#8217;s Pretty Good in a fight. Nice knowing ya, pal. Good luck. Gotta go. So long!</p>
<div align="center">
<table border=1>
<tr>
<th>Fudge Traits</th>
<th>#</th>
<th>All American Traits</th>
</tr>
<tr>
<td>Superb</td>
<td>+3</td>
<td>Terrific</td>
</tr>
<tr>
<td>Great</td>
<td>+2</td>
<td>Swell</td>
</tr>
<tr>
<td>Good</td>
<td>+1</td>
<td>Pretty Good</td>
</tr>
<tr>
<td>Fair</td>
<td>0</td>
<td>O.K.</td>
</tr>
<tr>
<td>Mediocre</td>
<td>-1</td>
<td>So-So</td>
</tr>
<tr>
<td>Poor</td>
<td>-2</td>
<td>Lousy</td>
</tr>
<tr>
<td>Terrible</td>
<td>-3</td>
<td>Rotten</td>
</tr>
</table>
</div>
<p><b>The Proper Lady&#8217;s Trait Ladder</b></p>
<p>To suggest that a proper lady is only able to distinguish between what is proper and improper would be far from correct. A proper lady has an extensive vocabulary with which to describe her trials and tribulations as well as her triumphs. It would be most vexing indeed if one were limited to a mere two words; two words would be less than advantageous if they were one&#8217;s sole means of supporting oneself in a cruel world. Turbulent is the life of a proper lady who is forced to contend with the daily indignities of dealing with Dreary household servants, common labourers with Ghastly manners, and nieces who are Atrociously difficult to match with gentleman callers. O, to be extricated from that undeserving fate and elevated to her proper place! &#8212; such is the conundrum uppermost in her thoughts. A proper lady, a lady of society, ought to be able to expect, quite reasonably, to concern herself exclusively with attending Lovely parties in the company of other personages of importance like herself.</p>
<div align="center">
<table border=1>
<tr>
<th>Fudge Traits</th>
<th>#</th>
<th>Traits for Ladies</th>
</tr>
<tr>
<td>Superb</td>
<td>+3</td>
<td>Divine</td>
</tr>
<tr>
<td>Great</td>
<td>+2</td>
<td>Lovely</td>
</tr>
<tr>
<td>Good</td>
<td>+1</td>
<td>Acceptable</td>
</tr>
<tr>
<td>Fair</td>
<td>0</td>
<td>Tolerable</td>
</tr>
<tr>
<td>Mediocre</td>
<td>-1</td>
<td>Dreary</td>
</tr>
<tr>
<td>Poor</td>
<td>-2</td>
<td>Ghastly</td>
</tr>
<tr>
<td>Terrible</td>
<td>-3</td>
<td>Atrocious</td>
</tr>
</table>
</div>
<p><b>The Cold and Analytical Trait Ladder</b><br />
<b>[To be recited in a monotone.]</b></p>
<p>This trait ladder is stripped of unnecessary sentimentality. Do not expect this trait ladder to generate an emotional response or any other human weakness. The function of this trait ladder is to achieve Maximum efficiency. Inefficiency must be eliminated. To operate at less than Standard Capacity is to be inefficient. Most human capabilities are Below Standard; many are Well Below Standard. Therefore, humans are inefficient. Inefficiency must be eliminated. Now processing data&#8230;</p>
<div align="center">
<table border=1>
<tr>
<th>Fudge Traits</th>
<th>#</th>
<th>Cold &#038; Analytical Traits</th>
</tr>
<tr>
<td>Superb</td>
<td>+3</td>
<td>Maximum [Capacity]</td>
</tr>
<tr>
<td>Great</td>
<td>+2</td>
<td>Well Above Standard [Capacity]</td>
</tr>
<tr>
<td>Good</td>
<td>+1</td>
<td>Above Standard [Capacity]</td>
</tr>
<tr>
<td>Fair</td>
<td>0</td>
<td>Standard [Capacity]</td>
</tr>
<tr>
<td>Mediocre</td>
<td>-1</td>
<td>Below Standard [Capacity]</td>
</tr>
<tr>
<td>Poor</td>
<td>-2</td>
<td>Well Below Standard [Capacity]</td>
</tr>
<tr>
<td>Terrible</td>
<td>-3</td>
<td>Minimum [Capacity]</td>
</tr>
</table>
</div>
<p>[Originally posted <a href="http://www.fudgery.net/omnium-gatherum/very_idea2.html">here</a> in the <a href="http://www.fudgery.net/omnium-gatherum">Omnium-Gatherum</a> section of <a href="http://www.fudgery.net">Fudgery.net</a>.]</p>
]]></content:encoded>
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		</item>
		<item>
		<title>The Very Idea: Variations of the Trait Ladder</title>
		<link>http://www.fudgery.net/fudgerylog/2011/12/30/974/</link>
		<comments>http://www.fudgery.net/fudgerylog/2011/12/30/974/#comments</comments>
		<pubDate>Fri, 30 Dec 2011 20:36:28 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Fudge]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[satire]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=974</guid>
		<description><![CDATA[From time to time one hears complaints about the trait ladder of Fudge being &#8220;broken&#8221; 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 [...]]]></description>
			<content:encoded><![CDATA[<p>From time to time one hears complaints about the trait ladder of <b><i>Fudge</i></b> being &#8220;broken&#8221; 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 only matters <i>how</i> Superb if one is involved in an opposed action in which more than one character gets a Superb or higher result. If it is a matter of combat, then I generally just deal with the numbers in order to arrive at a relative degree. If the conflict is not combat-related, then I merely state results in terms of one being &#8220;more Superb&#8221; than the other. Some may balk at such vague descriptions, so for those who desire &#8220;hard and fast rules&#8221; preserving the adjectival integrity of the trait ladder, I offer the following simple remedy that will extend the ladder without relying on numerical modifiers or adding more words to memorize. All one has to do is add &#8220;Very&#8221; for each level above Superb or below Terrible. That&#8217;s all there is to it. If your Superb Swordsman rolls +3 in a fight against a Superb Axe-wielder who rolls +2, then you now know that your Very Very Very Superb result defeats his merely Very Very Superb result. And whatever you may say about a Terrible combatant who rolls -4, it&#8217;s a Very Very Very Very Terrible result.</p>
<div align="center">
<table border=1>
<tr>
<th>Fudge Traits</th>
<th>#</th>
<th>Not-So-Very-Varied Traits</th>
</tr>
<tr>
<td>Superb +4</td>
<td>+7</td>
<td>Very Very Very Very Superb</td>
</tr>
<tr>
<td>Superb +3</td>
<td>+6</td>
<td>Very Very Very Superb</td>
</tr>
<tr>
<td>Superb +2</td>
<td>+5</td>
<td>Very Very Superb</td>
</tr>
<tr>
<td>Superb +1</td>
<td>+4</td>
<td>Very Superb</td>
</tr>
<tr>
<td>Superb</td>
<td>+3</td>
<td>Superb</td>
</tr>
<tr>
<td>Great</td>
<td>+2</td>
<td>Great</td>
</tr>
<tr>
<td>Good</td>
<td>+1</td>
<td>Good</td>
</tr>
<tr>
<td>Fair</td>
<td>0 </td>
<td>Fair</td>
</tr>
<tr>
<td>Mediocre</td>
<td>-1</td>
<td>Mediocre</td>
</tr>
<tr>
<td>Poor</td>
<td>-2</td>
<td>Poor</td>
</tr>
<tr>
<td>Terrible</td>
<td>-3</td>
<td>Terrible</td>
</tr>
<tr>
<td>Terrible -1</td>
<td>-4</td>
<td>Very Terrible</td>
</tr>
<tr>
<td>Terrible -2</td>
<td>-5</td>
<td>Very Very Terrible</td>
</tr>
<tr>
<td>Terrible -3</td>
<td>-6</td>
<td>Very Very Very Terrible</td>
</tr>
<tr>
<td>Terrible -4</td>
<td>-7</td>
<td>Very Very Very Very Terrible</td>
</tr>
</table>
</div>
<p><b>The Good, the Bad, and the Adequate</b></p>
<p>To be honest, all results really boil down to being either good, bad, or adequate, or degrees of the first two. To extend the idea presented above, one could center the trait ladder at Adequate, with Good at +1 and Bad at -1. For each level above Good or below Bad, one adds &#8220;Very.&#8221; A Great result is now Very Good, a Superb result is Very Very Good, and a Terrible -1 result is Very Very Very Bad.</p>
<div align="center">
<table border=1>
<tr>
<th>Fudge Traits</th>
<th>#</th>
<th>Good to Bad Traits</th>
</tr>
<tr>
<td>Superb +4</td>
<td>+7</td>
<td>Very Very Very Very Very Very Good</td>
</tr>
<tr>
<td>Superb +3</td>
<td>+6</td>
<td>Very Very Very Very Very Good</td>
</tr>
<tr>
<td>Superb +2</td>
<td>+5</td>
<td>Very Very Very Very Good</td>
</tr>
<tr>
<td>Superb +1</td>
<td>+4</td>
<td>Very Very Very Good</td>
</tr>
<tr>
<td>Superb</td>
<td>+3</td>
<td>Very Very Good</td>
</tr>
<tr>
<td>Great</td>
<td>+2</td>
<td>Very Good</td>
</tr>
<tr>
<td>Good</td>
<td>+1</td>
<td>Good</td>
</tr>
<tr>
<td>Fair</td>
<td>0</td>
<td>Adequate</td>
</tr>
<tr>
<td>Mediocre</td>
<td>-1</td>
<td>Bad</td>
</tr>
<tr>
<td>Poor</td>
<td>-2</td>
<td>Very Bad</td>
</tr>
<tr>
<td>Terrible</td>
<td>-3</td>
<td>Very Very Bad</td>
</tr>
<tr>
<td>Terrible -1</td>
<td>-4</td>
<td>Very Very Very Bad</td>
</tr>
<tr>
<td>Terrible -2</td>
<td>-5</td>
<td>Very Very Very Very Bad</td>
</tr>
<tr>
<td>Terrible -3</td>
<td>-6</td>
<td>Very Very Very Very Very Bad</td>
</tr>
<tr>
<td>Terrible -4</td>
<td>-7</td>
<td>Very Very Very Very Very Very Bad</td>
</tr>
</table>
</div>
<p><b>The English Gentleman&#8217;s Trait Ladder</b></p>
<p>To reflect a more civilized point of view, one may opt for the famous capacity for both understatement and overstatement that is characteristic of the archetypical English gentleman. Whilst one may admit that French cuisine is Quite Sufficient, one can state with satisfaction that English cooking is simply Smashing. Similarly, whereas the Bataan Death March was a Rather Bad situation, the service in this restaurant is Appalling!</p>
<div align="center">
<table border=1>
<tr>
<th>Fudge Traits</th>
<th>#</th>
<th>Traits for Gentlemen</th>
</tr>
<tr>
<td>Superb</td>
<td>+3</td>
<td>Quite Sufficient</td>
</tr>
<tr>
<td>Great</td>
<td>+2</td>
<td>Jolly Good</td>
</tr>
<tr>
<td>Good</td>
<td>+1</td>
<td>Splendid</td>
</tr>
<tr>
<td>Fair</td>
<td>0</td>
<td>Smashing</td>
</tr>
<tr>
<td>Mediocre</td>
<td>-1</td>
<td>Appalling</td>
</tr>
<tr>
<td>Poor</td>
<td>-2</td>
<td>Dreadful</td>
</tr>
<tr>
<td>Terrible</td>
<td>-3</td>
<td>Rather Bad</td>
</tr>
</table>
</div>
<p><b>Big Brother&#8217;s Newspeak Trait Ladder</b></p>
<p>George Orwell&#8217;s <i>1984</i>, written as a warning of the dangers of totalitarianism, has a built-in trait ladder for those who wish (for whatever incomprehensible reason) to adventure in his nightmarish dystopia. Note that there is no equivalent trait for Fair in this trait ladder. The concept of &#8220;Fair&#8221; is a thoughtcrime. Report at once to the Ministry of Love.</p>
<div align="center">
<table border=1>
<tr>
<th>Fudge Traits</th>
<th>#</th>
<th>Newspeak Traits</th>
</tr>
<tr>
<td>Superb</td>
<td>+3</td>
<td>doubleplusgood</td>
</tr>
<tr>
<td>Great</td>
<td>+2</td>
<td>plusgood</td>
</tr>
<tr>
<td>Good</td>
<td>+1</td>
<td>good</td>
</tr>
<tr>
<td>Fair</td>
<td>0</td>
<td>[not applicable]</td>
</tr>
<tr>
<td>Mediocre</td>
<td>-1</td>
<td>ungood</td>
</tr>
<tr>
<td>Poor</td>
<td>-2</td>
<td>plusungood</td>
</tr>
<tr>
<td>Terrible</td>
<td>-3</td>
<td>doubleplusungood</td>
</tr>
</table>
</div>
<p>[Originally posted <a href="http://www.fudgery.net/omnium-gatherum/very_idea.html">here</a> in the <a href="http://www.fudgery.net/omnium-gatherum">Omnium-Gatherum</a> section of <a href="http://www.fudgery.net">Fudgery.net</a>.]</p>
]]></content:encoded>
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		</item>
		<item>
		<title>More Useless Trait Ladder Variations for Fudge</title>
		<link>http://www.fudgery.net/fudgerylog/2011/12/30/972/</link>
		<comments>http://www.fudgery.net/fudgerylog/2011/12/30/972/#comments</comments>
		<pubDate>Fri, 30 Dec 2011 06:35:10 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Fudge]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[Site News]]></category>
		<category><![CDATA[satire]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=972</guid>
		<description><![CDATA[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&#8217;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, [...]]]></description>
			<content:encoded><![CDATA[<p>In 2006, I posted <a href="http://www.fudgery.net/omnium-gatherum/very_idea.html">The Very Idea: Variations of the Trait Ladder</a> in the <a href="http://www.fudgery.net/omnium-gatherum">Omnium-Gatherum</a> section of <a href="http://www.fudgery.net">Fudgery.net</a>. In 2007, I wrote a sequel to that article and didn&#8217;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, polished it, and posted it in its rightful place in the <a href="http://www.fudgery.net/omnium-gatherum">Omnium-Gatherum</a>. In response to no demand whatsoever, I present <a href="http://www.fudgery.net/omnium-gatherum/very_idea2.html">The Very Idea 2: More Variations of the Trait Ladder</a>.</p>
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		<title>Comfy Trait Ladders 2</title>
		<link>http://www.fudgery.net/fudgerylog/2011/08/31/897/</link>
		<comments>http://www.fudgery.net/fudgerylog/2011/08/31/897/#comments</comments>
		<pubDate>Wed, 31 Aug 2011 23:14:11 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Fudge]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[satire]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=897</guid>
		<description><![CDATA[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 &#8220;Poor&#8221; as &#8220;Fine&#8221; to be a trifle too cloying. To amend this (and simultaneously tilt the ladder even more toward the positive pole), a new and improved [...]]]></description>
			<content:encoded><![CDATA[<p>It is all well and good to rename levels of the trait ladder in order to maximize emotional comfort (<a href="http://www.fudgery.net/fudgerylog/2011/08/30/890/">q.v.</a>), but some may find the notion of describing &#8220;Poor&#8221; as &#8220;Fine&#8221; to be a trifle too cloying. To amend this (and simultaneously tilt the ladder even more toward the positive pole), a new and improved <em>optimistic</em> &#8220;trait ladder&#8221; has been devised, known as&#8230;</p>
<p><b>The New &#038; Improved Optimistic Trait Ladder</b></p>
<div align="center">
<table border=1>
<tr>
<th>Fudge Traits</th>
<th>#</th>
<th>Optimistic Traits</th>
</tr>
<tr>
<td>&nbsp;</td>
<td>+6</td>
<td>Magnificent!</td>
</tr>
<tr>
<td>&nbsp;</dt>
<td>+5</td>
<td>Super!</td>
</tr>
<tr>
<td>&nbsp;</td>
<td>+4</td>
<td>Great!</td>
</tr>
<tr>
<td>Superb</td>
<td>+3</td>
<td>Excellent!</td>
</tr>
<tr>
<td>Great</td>
<td>+2</td>
<td>Good!</td>
</tr>
<tr>
<td>Good</td>
<td>+1</td>
<td>Very Fine!</td>
</tr>
<tr>
<td>Fair</td>
<td>0</td>
<td>Fine!</td>
</tr>
<tr>
<td>Mediocre</td>
<td>-1</td>
<td>Somewhat Fine!</td>
</tr>
<tr>
<td>Poor</td>
<td>-2</td>
<td>Marginally Fine!</td>
</tr>
<tr>
<td>Terrible</td>
<td>-3</td>
<td>Almost Marginally Fine!</td>
</tr>
</table>
</div>
<p>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 <i>Candide</i>.</p>
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		<title>Comfy Trait Ladders</title>
		<link>http://www.fudgery.net/fudgerylog/2011/08/30/890/</link>
		<comments>http://www.fudgery.net/fudgerylog/2011/08/30/890/#comments</comments>
		<pubDate>Tue, 30 Aug 2011 19:35:39 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Fudge]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[satire]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=890</guid>
		<description><![CDATA[For those players who are disturbed by the idea of selecting a skill or attribute at a beginner&#8217;s level of competency due to the perceived stigma attached to not being an expert in all things, and for those GMs who haven&#8217;t the heart to describe a player&#8217;s failures in negative terms, I offer the following [...]]]></description>
			<content:encoded><![CDATA[<p>For those players who are disturbed by the idea of selecting a skill or attribute at a beginner&#8217;s level of competency due to the perceived stigma attached to not being an expert in all things, and for those GMs who haven&#8217;t the heart to describe a player&#8217;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 &#8220;terrible.&#8221; 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&#8217;t that be exciting?</p>
<p><b>The Positive Reinforcement Trait Ladder</b></p>
<div align="center">
<table border=1>
<tr>
<th>Fudge Traits</th>
<th>#</th>
<th>Happy Positive Traits :-)</th>
</tr>
<tr>
<td>Superb</td>
<td>+3</td>
<td>Magnificent!</td>
</tr>
<tr>
<td>Great</td>
<td>+2</td>
<td>Super!</td>
</tr>
<tr>
<td>Good</td>
<td>+1</td>
<td>Great!</td>
</tr>
<tr>
<td>Fair</td>
<td>0</td>
<td>Excellent!</td>
</tr>
<tr>
<td>Mediocre</td>
<td>-1</td>
<td>Good!</td>
</tr>
<tr>
<td>Poor</td>
<td>-2</td>
<td>Fine!</td>
</tr>
<tr>
<td>Terrible</td>
<td>-3</td>
<td>Acceptable!</td>
</tr>
</table>
</div>
<p>Alternatively, for those who have difficulty memorizing words, I present&#8230;</p>
<p><b>The Good Trait Ladder</b></p>
<div align="center">
<table border=1>
<tr>
<th>Fudge Traits</th>
<th>#</th>
<th>Good Traits</th>
</tr>
<tr>
<td>Superb</td>
<td>+3</td>
<td>Good!!!</td>
</tr>
<tr>
<td>Great</td>
<td>+2</td>
<td>Good!!</td>
</tr>
<tr>
<td>Good</td>
<td>+1</td>
<td>Good!</td>
</tr>
<tr>
<td>Fair</td>
<td>0</td>
<td>Good</td>
</tr>
<tr>
<td>Mediocre</td>
<td>-1</td>
<td>Goood</td>
</tr>
<tr>
<td>Poor</td>
<td>-2</td>
<td>Gooood</td>
</tr>
<tr>
<td>Terrible</td>
<td>-3</td>
<td>Goooood</td>
</tr>
</table>
</div>
<p>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.</p>
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		<title>Improving the Trait Ladder 2</title>
		<link>http://www.fudgery.net/fudgerylog/2011/05/24/871/</link>
		<comments>http://www.fudgery.net/fudgerylog/2011/05/24/871/#comments</comments>
		<pubDate>Tue, 24 May 2011 18:16:16 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Fudge]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[Rules]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=871</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>I am rethinking the improved trait ladder (<a href="http://www.fudgery.net/fudgerylog/2011/04/09/749/">q.v.</a>), 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 &#8220;e&#8221; words for comfort), I&#8217;ve decided to use synonyms for sense 2 of the adverb <i>very</i> (&#8220;in actual fact&#8221;). In <i>Merriam-Webster&#8217;s Collegiate Thesaurus</i>, these are given as &#8220;actually, de facto, genuinely, really, truly, veritably.&#8221; Of these, the last four suit my purposes, which gives us this:</p>
<div align="center">
<table border=1>
<tr>
<th>Fudge Traits</th>
<th>#</th>
<th>Improved Traits</th>
</tr>
<tr bgcolor="#cccccc">
<td>Superb +4</td>
<td>+7</td>
<td>Veritably Superb</td>
</tr>
<tr bgcolor="#cccccc">
<td>Superb +3</td>
<td>+6</td>
<td>Truly Superb</td>
</tr>
<tr bgcolor="#cccccc">
<td>Superb +2</td>
<td>+5</td>
<td>Really Superb</td>
</tr>
<tr bgcolor="#cccccc">
<td>Superb +1</td>
<td>+4</td>
<td>Genuinely Superb</td>
</tr>
<tr>
<td>Superb</td>
<td>+3</td>
<td>Superb</td>
</tr>
<tr>
<td>Great</td>
<td>+2</td>
<td>Great</td>
</tr>
<tr>
<td>Good</td>
<td>+1</td>
<td>Good</td>
</tr>
<tr>
<td>Fair</td>
<td>0 </td>
<td>Fair</td>
</tr>
<tr>
<td>Mediocre</td>
<td>-1</td>
<td>Mediocre</td>
</tr>
<tr>
<td>Poor</td>
<td>-2</td>
<td>Poor</td>
</tr>
<tr>
<td>Terrible</td>
<td>-3</td>
<td>Terrible</td>
</tr>
<tr bgcolor="#cccccc">
<td>Terrible -1</td>
<td>-4</td>
<td>Genuinely Terrible</td>
</tr>
<tr bgcolor="#cccccc">
<td>Terrible -2</td>
<td>-5</td>
<td>Really Terrible</td>
</tr>
<tr bgcolor="#cccccc">
<td>Terrible -3</td>
<td>-6</td>
<td>Truly Terrible</td>
</tr>
<tr bgcolor="#cccccc">
<td>Terrible -4</td>
<td>-7</td>
<td>Veritably Terrible</td>
</tr>
</table>
</div>
<p>Yes, they mean the same thing, but it has the <em>sound</em> of a more natural, intuitive progression, which is aided by their arrangement in alphabetical order. I think some playtesting is in order.</p>
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		<title>Critical Miss Injuries in Fudge</title>
		<link>http://www.fudgery.net/fudgerylog/2011/05/23/866/</link>
		<comments>http://www.fudgery.net/fudgerylog/2011/05/23/866/#comments</comments>
		<pubDate>Mon, 23 May 2011 16:50:09 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Fudge]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[Rules]]></category>
		<category><![CDATA[combat rules]]></category>
		<category><![CDATA[critical miss]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=866</guid>
		<description><![CDATA[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&#8217;s [...]]]></description>
			<content:encoded><![CDATA[<p>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&#8217;s damage. In <b><i>Fudge</i></b>, however, damage is normally determined by the weapon&#8217;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 &#8220;-&#8221;=1, &#8220;0&#8243;=2, &#8220;+&#8221;=3).</p>
]]></content:encoded>
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		<title>The Universal Called Shot Table</title>
		<link>http://www.fudgery.net/fudgerylog/2011/05/07/828/</link>
		<comments>http://www.fudgery.net/fudgerylog/2011/05/07/828/#comments</comments>
		<pubDate>Sun, 08 May 2011 03:58:34 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Fudge]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[Rules]]></category>
		<category><![CDATA[Fudge dice]]></category>
		<category><![CDATA[random generators]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=828</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>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 attack on an opponent and decides to hit a specific location, merely roll 1dF (one Fudge die) and consult the table below:</p>
<div align="center">
<table border=1>
<tr>
<th colspan=2>Universal Called Shot Table</th>
</tr>
<tr>
<th>1dF</th>
<th>Result</th>
</tr>
<tr>
<td>+</td>
<td>Attacker names hit location struck.</td>
</tr>
<tr>
<td>0</td>
<td>Defender names hit location struck.</td>
</tr>
<tr>
<td>-</td>
<td>Miss!</td>
</tr>
</table>
</div>
<p>As you can see, there is an added element of risk when attempting to make difficult shots. For a 1 in 3 chance of hitting one&#8217;s opponent <em>exactly</em> where desired, the price is a 1 in 3 chance of missing the opponent entirely.</p>
<p>This is an option for reflecting the difficulty of hitting small targets in the midst of combat, which at the same time preserves the possibility of causing the full range of damage, from a graze to a lethal wound, by separating the called shot mechanics from the attack and damage roll mechanics.</p>
<p>I haven&#8217;t playtested this yet, since I just thought of it. If you try it, please let me know!</p>
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		<title>Wound Gauge Options</title>
		<link>http://www.fudgery.net/fudgerylog/2011/05/06/822/</link>
		<comments>http://www.fudgery.net/fudgerylog/2011/05/06/822/#comments</comments>
		<pubDate>Fri, 06 May 2011 18:40:40 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Fudge]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[Rules]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=822</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>The idea behind wound gauges is something that can easily be applied to a variety of situations, which I outlined in <a href="http://www.fudgery.net/ofudge/record_gauges.html">Optimum Record Gauges for Fudge</a>. One situation I did not describe (because I was saving it for my superhero <b><i>Fudge</i></b> game*) was the use of a <i>wound gauge</i> for recording wounds in those genres where less realistic combat is an asset.</p>
<p>A wound gauge is used to record wounds in a continuum, much like hit points (or Constitution, or Health, or Vitality, etc.). Instead of a wound having an individual effect, it merely subtracts from one&#8217;s overall health. At certain benchmarks, the deterioration is felt in the form of worsening effects. To quote myself:</p>
<blockquote><p>
A [wound] gauge differs from a record track in several ways. First, the relative degree resulting from an opposed action is applied directly to the [wound] gauge, rather than being translated into a single mark to be made somewhere on the track. All marks are made consecutively. If the relative degree is 3, then one would mark three boxes from left to right starting with the first available box. Second, the boxes of the [wound] gauge are arranged according to their levels. Usually, the number of boxes per level will depend on the level of the governing trait [e.g. Stamina, Constitution, etc.], but the GM may set standard numbers. Once all of the boxes of a level are marked, the player begins marking the boxes of the next level. The effect of a certain level starts when the first box of that level is marked. The character endures the effects of that level until the condition is alleviated (and all the marks of that level are erased) or worsened (when the boxes of the next level of severity begin to be marked).
</p></blockquote>
<p>This reflects the style of combat in sources ranging from superhero comic books to kung fu movies to video games like <i>Resident Evil</i>.</p>
<p>There is a standard rule for the number of boxes per wound level, although this may be modified (as it is in my superhero game, which I will reveal at a future date):</p>
<blockquote><p>
The standard number of boxes per level is four (for a governing trait at Fair), with one box added for each positive level in the governing trait, and one box subtracted for each negative trait level. Thus, a character with a Terrible governing trait would have one box per level, whereas a character with a Superb governing trait would have seven boxes per level.</p>
<div align="center">
<table border=1>
<tr>
<th>Trait Level</th>
<th>Boxes/Gauge Level</th>
</tr>
<tr>
<td>Superb</td>
<td>7</td>
</tr>
<tr>
<td>Great</td>
<td>6</td>
</tr>
<tr>
<td>Good</td>
<td>5</td>
</tr>
<tr>
<td>Fair</td>
<td>4</td>
</tr>
<tr>
<td>Mediocre</td>
<td>3</td>
</tr>
<tr>
<td>Poor</td>
<td>2</td>
</tr>
<tr>
<td>Terrible</td>
<td>1</td>
</tr>
</table>
</div>
</blockquote>
<p>With that in mind, here are several ways one could use wound gauges. All sample wound gauges show the standard four boxes per level for characters with an attribute of Fair (whatever the governing attribute may be: Damage Capacity, Stamina, Endurance, etc.).</p>
<p><b>Standard Wound Gauges</b></p>
<p>The standard method is a wound gauge with trait penalties.</p>
<div align="center">
<table border=0>
<tr>
<td>Scratched (no effect):</td>
<td>OOOO</td>
</tr>
<tr>
<td>Hurt (-1 to traits):</td>
<td>OOOO</td>
</tr>
<tr>
<td>Very Hurt (-2 to traits):</td>
<td>OOOO</td>
</tr>
<tr>
<td>Incapacitated (-3 to traits; minimal or no mobility):</td>
<td>OOOO</td>
</tr>
<tr>
<td>Near Death (unconscious; dying):</td>
<td>OOOO+</td>
</tr>
</table>
</div>
<p><b>Survival Horror Wound Gauges</b></p>
<p>This type of wound gauge causes characters to be gradually worn down as their reflexes become slower and their top speed (movement rate) decreases.</p>
<div align="center">
<table border=0>
<tr>
<td>Fine (no effect):</td>
<td>OOOO</td>
</tr>
<tr>
<td>Caution (-1 to initiative; 50% speed):</td>
<td>OOOO</td>
</tr>
<tr>
<td>Critical (-2 to initiative; 25% speed):</td>
<td>OOOO</td>
</tr>
<tr>
<td>Warning (-3 to initiative; 10% speed):</td>
<td>OOOO</td>
</tr>
<tr>
<td>Danger (unconscious; dying):</td>
<td>OOOO+</td>
</tr>
</table>
</div>
<p><b>Super Wound Gauges</b></p>
<p>This type of wound gauge, suitable for portraying the antics of superpowered heroes and villains in comics, television shows, and movies, imposes <strong>BAMS!</strong> and <strong>POWS!</strong> and even <strong>BIFFS!</strong></p>
<div align="center">
<table border=0>
<tr>
<td>O.K.! (no effect):</td>
<td>OOOO</td>
</tr>
<tr>
<td>BAM! (stunned 1 round):</td>
<td>OOOO</td>
</tr>
<tr>
<td>POW! (stunned 2 rounds):</td>
<td>OOOO</td>
</tr>
<tr>
<td>BIFF! (stunned 3 rounds):</td>
<td>OOOO</td>
</tr>
<tr>
<td>KAYO! (knockout):</td>
<td>OOOO+</td>
</tr>
</table>
</div>
<p>For this last wound gauge, it is likely that super folk will have wound boxes in excess of the normal 1-7 range. This may be accomplished by deciding on a multiplier (perhaps purchased as a gift or advantage, or even bestowed by virtue of the character&#8217;s super status) or the use of an extended trait ladder that includes supernormal trait levels.</p>
<p>And that concludes my article about wound tracks.</p>
<p>*The game in question is entitled <b><i>Superheroica</i></b>.</p>
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		<title>Wound Track Options</title>
		<link>http://www.fudgery.net/fudgerylog/2011/05/05/818/</link>
		<comments>http://www.fudgery.net/fudgerylog/2011/05/05/818/#comments</comments>
		<pubDate>Thu, 05 May 2011 16:23:16 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Fudge]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[Rules]]></category>
		<category><![CDATA[option consolidation]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=818</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>Wound tracks in <b><i>Fudge</i></b> are an ingenious invention. They make it possible for wounds to be recorded individually <em>and</em> 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 described three types of wound effects, but here they are again:</p>
<ul>
<li><a href="http://www.fudgery.net/fudge/1995/4.html#recording_wounds">Wound Tracks</a> with <a href="http://www.fudgery.net/fudge/1995/4.html#wound_levels">Trait Penalties</a> (immediate or deferred)
<li><a href="http://www.fudgery.net/fudgerylog/2011/05/04/808/">Wound Tracks with Initiative &#038; Movement Penalties (immediate)</a>
<li><a href="http://www.fudgery.net/fudgerylog/2011/03/11/668/">Wound Tracks with Stuns &#038; Knockouts (immediate)</a>
</ul>
<p>These are intended to reflect the different ways combat is portrayed in different genres, but one could also use more than one option for different kinds of combat within the same campaign. For instance, one could reserve wound tracks with stuns and knockouts for brawls and prize fights, but use trait penalties for all combat involving lethal weapons. Or if the main drama is, say, boxing, one could <em>combine</em> wound tracks, such as stuns and knockouts with initiative and movement penalties. Each blow would then have the potential of both stunning an opponent and slowing him down. I daresay this may even qualify as <a href="http://www.fudgery.net/fudgerylog/tag/option-consolidation/">option consolidation</a>.</p>
<p>Tomorrow, I&#8217;ll address the use of wound effects with another method of recording wounds.</p>
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		<title>A Realistic Alternative to Trait Penalties for Wounds</title>
		<link>http://www.fudgery.net/fudgerylog/2011/05/04/808/</link>
		<comments>http://www.fudgery.net/fudgerylog/2011/05/04/808/#comments</comments>
		<pubDate>Wed, 04 May 2011 06:30:44 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Fudge]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[Rules]]></category>
		<category><![CDATA[historical]]></category>
		<category><![CDATA[post-apocalyptic]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=808</guid>
		<description><![CDATA[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&#8217;s chances of avoiding further injury or successfully striking an opponent. In other [...]]]></description>
			<content:encoded><![CDATA[<p>The standard method of simulating injuries in <b><i>Fudge</i></b> 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 <i>death spiral</i> in which each injury significantly reduces a character&#8217;s chances of avoiding further injury or successfully striking an opponent. In other words, the first combatant to draw blood nearly always wins the fight. This may be preferable for some, but others may prefer a less predictable style of play (and perhaps to reflect the role of adrenalin in dangerous situations). The rules provide a number of possible solutions including gifts such as High Pain Threshold and attribute rolls to &#8220;reduce or nullify penalties&#8221; (see <a href="http://www.fudgery.net/fudge/1995/4.html#wound_levels">Section 4.51, Wound Levels</a>). Another common solution, which I think is nigh to becoming the universal standard, is simply to defer penalties until the battle has ended. Adrenalin is presumed to prevent a character from succumbing to all but the most severe wounds until the danger has passed. I especially like this option, but occasionally I wish to use another option to reflect a different style of play. One method is to replace the trait penalties for each wound level with stuns and knockouts (<a href="http://www.fudgery.net/fudgerylog/2011/03/11/668/">q.v.</a>). This is perfect for pulp adventure free-for-alls, but perhaps not best for grittier fare.</p>
<p>One option that reflects the deadliness of combat without the use of trait penalties is simply to replace them with penalties to initiative and movement rates. Instead of penalizing a character&#8217;s ability to do something, penalize the speed at which it can be done. A wounded character is slower in acting, reacting, and moving without aid, so just apply the penalty to initiative rolls (-1 at Hurt and -2 at Very Hurt) and reduce the movement rate (to 50% at Hurt, 25% at Very Hurt, and 10% or Immobilized at Incapacitated). The effect is immediate &#8212; no deferment of penalties here &#8212; yet competence remains undiminished, which makes it possible to emulate settings that emphasize survival and overcoming hardship in the tradition of <b><i>The Morrow Project</i></b>, <b><i>Twilight 2000</i></b>, and many realistic historical settings.</p>
<p>This is just one of many ways to defy the combat death spiral.</p>
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