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FudgeRip


The World of Teara Adan


Two
Opposed
d6s
2d6 4dF       A
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-2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
-4  3 -4                                      
-3  4 -3                                      
-2  5 -2                                      
-1  6 -1                                      
-5,0,+5 2,7,12  0                                      
+1  8 +1                                      
+2  9 +2                                      
+3 10 +3                                      
+4 11 +4                                      


Unarmed Melee Ranged Athletics Body
Strike Block Grapple Escape Grab Attack Parry Shoot/Throw Dodge Charge Resist Slam Resist Damage
Miss N/E Miss N/E Miss Miss N/E Miss N/E Miss 1 Area Very Hurt
Miss N/E Miss N/E Miss Miss N/E Miss N/E Miss 1 Area Hurt
Hit +1 -1 Clinch N/E Miss Hit +1 -1 Hit +1 -1 Slam Same Area Scratch
Hit +4 -2 Hold/Throw Escape Grab Hit +4 -2 Hit +4 -2 Slam* No Slam Scratch
Hit +7 -3 Hold/Throw* Reverse Take-Away Hit +7 -3 Hit +7 -3 Slam** No Slam N/E


ActionExplanation
StrikeUnarmed Kick or Punch, usually does Stun
BlockUnarmed block, usable against an Unarmed Attack, reduces attacker's roll (-2 vs Melee Attack)
GrappleAttempt to Hold or Throw/Slam an opponent; the Grappler must choose between Hold vs. Throw/Slam
EscapeAttempt to escape or reverse a Hold, Throw, or Charge. It is used defensively against Grapple attacks.
GrabAttempt to grab an item out of another character's hands/posession. Can only be used on accessible objects.
AttackMelee weapon attack
ParryMelee weapon block, usable against Melee Attack or Unarmed Strike, reduces attacker's roll
Shoot/ThrowAttack with a ranged weapon.
DodgeAttempt to evade any attack (Strike, Grapple, Grab, Melee Attack, Ranged Shoot/Throw), reduces the attacker's roll
ChargeAttempt to knock over/knock back an opponent
Resist SlamAn attmpt to resist or roll with a throw or slam
DamageRolled by the Defender IF the attack was successful. Add DDF, subtract ODF.


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.



ResultMeaning
MissThe attack misses and/or has no effect.
N/EThe action has No Effect upon the attack/etc.
Hit +NThe attack hits, +N to ODF.
ClinchThe attacker has initated a Grapple, but neither character has the "upper hand". Both characters may only engage in "Strike", "Block", "Grapple", "Escape", or "Grab" actions.
HoldThe defender is "Held". The Held character can only attempt "Escape" actions. The Holding character may attempt Strikes, Holds (better position) or Throw actions, all at +1.
Hold*Like the "Hold" result, but the Holding character is at a +2. The Held character is at a -1 to Escape actions.
ThrowThe defender is "Thrown". They take an Unarmed Strike at +0 ODF (hitting the ground), and must resist a "Slam". If the defender successfully "Escapes" then they avoid the Unarmed Strike, but not the Slam. If the defender successfully "Reverses", then both characters are slammed (neither takes the strike). The defender is at a -1 to their "Escape" attempt.
Throw*Like a "Throw" result, but the unarmed strike has +3 ODF, and the defender is at a -1 to their "Resist Slam" roll and a -2 to their attempt to Escape.
EscapeThe defending character has broken free of a hold, or lessened the effect of a Throw or Slam.
ReverseThe defending character has reversed a Hold (the defender has the Hold, not the attacker) or somewhat lessened or thwarted the effect of a Throw or Slam.
GrabThe attacker has grasped the object, and has limited control. Further Body vs Body actions, Grapples, or Escapes, or Grabs, will be required to resolve the situation.
Take-AwayThe attacker is able to take the object away from the other character.
SlamLike a "Throw" result. A successful "Reverse" result by the defender trips the attacker (must "Resist Slam"), with no ill effect to the defender. The defender is at a -1 for their Escape attempt.
Slam*Like a "Throw*" result, but the strike has a +3 ODF, and the defender is at a -1 for their "Resist Slam" and a -2 for their "Escape" attempt.
Slam**Like a "Throw*" result, but the strike has +5 ODF, and the defender is at a -2 for their "Resist Slam" and a -3 for their "Escape" attempt.
(Damage)The rolling character receives a wound of the severity indicated. For a more deadly game, change Grey to Incapacitated, White to Very Hurt, and Green to Hurt.

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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Page last modified on July 27, 2010, at 03:05 AM
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