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FudgeRipThe World of Teara Adan
Option: in Unarmed vs Unarmed, Melee vs Melee, or Unarmed vs Melee, both characters roll simultaneously. The higher roll counts as an attack, and the lower roll counts as a block/parry. Ties are both misses, or "locked blades", or some similar neutral outcome (GM's option, to set dramatic tone). This sets the process for blocks/parries apart from a Dodge, as a Dodge action has no offensive component. A character could also opt to "just Block" or "just Parry", meaning that their roll is automatically a block/parry. Similarly, a Grapple vs Grapple can have the lesser roll convert to an Escape roll.
Here's how it works: a) There are no opposed rolls anymore. Instead, there are rolls that affect each other. b) Bonuses and Penalties do not add to the dice. They created left (penalty) and right (bonus) shifts on the chart columns. This means they're effectively adding to/subtracting from the trait value. c) (aside from possibly needing to adjust the wound bonuses for hits) You shouldn't have to worry about left shifting, or right shifting, off the edge of the table, unless you allow total modifiers with an absolute value greater than 3. If that happens, just use the last column, don't try to extrapolate a new column off the edge of the chart. In order to get to that last column, you have to be in a pretty bad combination of trait and modifiers anyway. d) Only the named columns are valid for characters to have as trait values (and, for me, "Epic" is the maximum for a normal character). Abysmal(1) is the lowest for a usable trait. If you have optional traits, they default to 0 (not usable, can't even try rolling). Ex: Joe attacks Dave in melee. They're both fencers. Step 1) Dave rolls a Parry. He has a Mediocre Melee/Fencing skill. He rolls a +2. That's a "Green". The Parry chart says that means Joe has a -1 to his attack roll. Step 2) Joe rolls his Attack. He has a Mediocre Melee/Fencing skill as well. But, since he's at -1 (from Dave's Parry), he uses the Poor column. He needs to roll a +1 to get a Green (hit) or a +4 to get a Yellow (more solid hit). For the sake of example, we're going to give him the +4 result. Step 3) Joe's attack is a Yellow, which as a +4 ODF to the damage roll. His sword has +2 ODF (for this example). That's a total ODF of +6. Dave has leather armor (+1 DDF for this example). That's a net +5 ODF for damage. This is applied as penalty to Dave's "Resist Damage" roll. Step 4) Dave gets a -5 to his Resist Damage Roll (see step 3), using his Body stat, or Damage Resistance stat, or whatever stat you're going to use for that. Dave has a Fair Body. Left shifting 5 columns puts him in column 0 (one left of Abysmal). If he rolls -4 through -2, he gets a Very Hurt. If he rolls -1 through +2, he gets a Hurt. If he rolls +3 or +4, he gets a Scratch. (if you want to be more deadly, make Green be "Hurt", White be "Very Hurt" and Grey be "Incapacitated" ... that means Dave would get Incapacitated with a roll of -4 through -2, Very Hurt with a roll of -1 through +2, and Hurt with a roll of +3 or +4). So: more rolling. But the resolution of each roll is pretty straight forward. There's 3 level of success (Green = minor success, Yellow = complete success, Red = critical/major success) and 2 levels of failure (White = simple failure, Grey = significant failure). That gives some rich-ness in how you flavor the results, and lets you set up some interesting things in advance. But, yes, it's a bit more structure than Fudge usually has :-} The chart includes 3 different dice techniques: Opposed d6's (one positive, one negative, discard the result of the higher die) 2d6 (2-12) 4dF CREATED BY JOHN RUDD I'm thinking about changing the Strike/Hit values from +1, +4, +7 to +0, +1, +2. That, combined with ODFs, should be pretty sufficient. |
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