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fudge_1995

fudge_1995

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A given blow will cause a certain level of wounding. In
the simplest wound determination system, the GM assess-
es all of the Wound Factors(Section 4.53)a n d
announces how bad the wound is. (In some cases, how-
ever, the PCs won’t know the precise degree of damage.
In those cases, the GM can simply say, “You think you
wounded her, but she’s still on her feet,” or, “You don’t
notice any effect.”)

As an example, the GM thinks to herself, “Okay, the
fighter with Good Strength just scored a Great hit with a
broadsword. The loser rolled a Fair combat roll, has
Good Damage Capacity and heavy leather armor. Hmm
— I’ll say the Strength and Damage Capacity cancel each
other, while the sharp sword should be able to penetrate
the leather armor if the blow is good enough. A Great hit
against a Fair defense is enough, but not really massive:
I’d say the loser is Hurt.” This result would then be
announced to the loser of the combat round.

The GM can also use a Situational roll to help her. Roll
the dice behind a GM screen, and let the result guide
you. A roll of –1 to +1 isn’t significant — no change from
what you decided. But a roll of +3 or +4 adds a wound
level or two to the damage.

See Section 4.57, Recording Wounds,for details on
how to keep track of wounds received.

That system, while simple and satisfying to a certain
type of GM, doesn’t do much for those who prefer the
system detailed in Section 4.54, Sample Wound
Factors List.There’s no point in figuring out the offen-
sive and defensive factors if you don’t do something with
the numbers.

45

Combat

One system that uses the offensive and defensive fac-
tors requires finding the total damage factor. This is
derived by adding up all the attacker’s offensive factors
and then subtracting all the defender’s factors.

Example, first Leroy attacking Theodora, then vice

versa:

Leroy:
Good Strength (+1)
Scale 0
Broadsword

(+2 for size, +1 for sharpness = +3 weapon).
Offensive damage factors= 1+0+3 = 4

Theodora:
Fair Damage Capacity (+0)
Scale 0
Boiled leather armor (+2)
Defensive damage factors= 0+0+2 = 2.

Leroy’s total damage factor against Theodora is 4–2 = 2.

Theodora:
Superb Strength (+3)
Poleaxe (+4)
Offensive damage factors= 3+0+4 = 7

Leroy:
Good Damage Capacity (+1)
Scale mail armor (+3)
Defensive damage factors= 1+0+3 = 4.

Theodora’s total damage factor against Leroy is 7–4 = 3.

Since Theodora’s damage factor is larger, if she hits
him, she’ll do more damage to him than he would to her
for an equally well-placed blow.

Once these numbers are determined, jot them down so
you don’t have to refigure them each combat round.

This system requires each character sheet to have a
wound record track which looks like:

1,2

3,4

5,6

7,8

9+

Wounds:ScratchHurtVery HurtIncapac.Nr. Death

The numbers above the wound levels represent the
amount of damage needed in a single blow to inflict the
wound listed under the number. For example, a blow of
3 or 4 points Hurts the character, while a blow of 5 or 6
points inflicts a Very Hurt wound.

These numbers can be customized by the GM to fit her
conception of how damage affects people. Raising the
numbers makes it harder to wound someone, while low-
ering them makes combat more deadly.

Note that there is no number given for Dead. This is
left up to the GM, and deliberately not included to pre-
vent accidental PC death.

However, you can’t simply use the damage factor you
determined above — relative degree is also important.

A relative degree of +1 is treated as a graze — see
Section 4.56, Grazing.

Otherwise, simply add the relative degree to the dam-
age factor. (You may also wish to include a damage roll
— see Section 4.61, Damage Die Roll.)

The result is a number that may or may not be a posi-
tive number. If it’s zero or less, no damage is scored.

If the number is positive, look up the result across the
top of the wound levels, and figure the wound as
described above. If Leroy hits Theodora with a relative
degree of +2, he adds that to his damage potential of +2
to produce a damage number of 4. Looking down, we
see that a result of 4 is a Hurt result (Light Wound).
Theodora is Hurt, and at –1 until she is healed.

For more detail, see Section 4.7, Combat and
Wounding Example.

46

Combat

There are other ways to figure damage. A GM who
believes the relative degree is more important than the
damage factor would double it before adding it to the
damage factor. The numbers above the wound levels
should be adjusted in this case:

1-3

4-6

7-9

10-12

13+

Wounds:ScratchHurtVery HurtIncapac.Nr. Death

This is a satisfying system that is recommended for
those who don’t mind doubling relative degree.

Others feel Strength is more important, and so on. A
totally different wounding system is given in S e c t i o n
4.63, Min-Mid-Max Die Roll.Many others have been
proposed for FUDGEover the years, and it would be easy
to import one from another game system. Use what you
feel comfortable with.

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