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FUDGE is kind of amazing

Started by JonWake, January 13, 2015, 01:44:34 PM

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estar

Quote from: Jeffrywith1e;935720Is Hack-N-Slash the Five Point Fudge version of Fudge?

No it is a standalone minimalist fantasy RPG using Fudge.

Xanther

Never liked the  4d3-8 mechanic, feel the same bell curve game feel can be achieved with 2D6, 2D10 or 3D6.  Fudge is really a dice-pool system (success on +1 / failure on -1) that has decided to use special dice.  Also Fudge isn't a game so much as a dice mechanic with some examples how to use it.  A very, very thin one at that.  Call me underwhelmed.  That combined with ease of play requiring special dice and a fair number of them, that I can't see using for any other game, why would I run a game of Fudge?
 

estar

Since the success of Fate getting Fudge is is a non-issue.

Dirk Remmecke

#78
Quote from: estar;935817Since the success of Fate getting Fudge is is a non-issue.

I am a bit irritated that those got renamed "FATE dice" - that would be as if polyhedrons got renamed, "Savage dice" or "Earthdawn dice" or "Cortex dice".

Quote from: Xanther;935806Fudge is really a dice-pool system (success on +1 / failure on -1) that has decided to use special dice.

I thought the defining aspect of a dice pool system was that the (variable) size of the pool defined the ability of the character: Shadowrun, Ghostbusters, World of Darkness, Ironclaw, d6 Star Wars, FFG Star Wars...

FUDGE just uses a 4d3 roll (that is funnily numbered) + skill system, similar to Novus, Masterbook, SLA Industries (all 2d10 + skill), Traveller, Dungeon World (2d6 + skill), Dragon de Poche (3d6 + skill; D&D without d20) ...
Swords & Wizardry & Manga ... oh my.
(Beware. This is a Kickstarter link.)

abcd_z

#79
Hey, this is extremely relevant to my interests!

First, I'm the mod over at /r/FudgeRPG.  Like 9/10ths of the posts there are ones that I've written.  I'm still hopeful things will pick up.

Second, I finally finished the build of Fudge that I use for my games and put it up on a half-assed webpage, http://www.fudgelite.com.  Feedback would be greatly appreciated.

Quote from: DarcyDettmann;905578I still want to learn how to build Super Powers...:confused:

If you're creative enough, the only real limitation is the lack of meaningful adjectives above Legendary.  That's why I came up with the Superhuman modifier that gives +4 to any trait ranked on the Fudge ladder.

So the extended scale looks like this:

Superb Superhuman
Great Superhuman
Good Superhuman
Fair Superhuman
Superb
Great
Good
Fair
Mediocre
Poor
Terrible

Combine that with the same sort of rules you might have for Magic or Psionics and you're in business.

Xanther

Quote from: Dirk Remmecke;935855....

I thought the defining aspect of a dice pool system was that the (variable) size of the pool defined the ability of the character: Shadowrun, Ghostbusters, World of Darkness, Ironclaw, d6 Star Wars, FFG Star Wars...

FUDGE just uses a 4d3 roll (that is funnily numbered) + skill system, similar to Novus, Masterbook, SLA Industries (all 2d10 + skill), Traveller, Dungeon World (2d6 + skill), Dragon de Poche (3d6 + skill; D&D without d20) ...

You would think so but I  look at the dice and how they are used, you have +1, 0, -1 or success, null, fail.  I call dice pool anything that doesn't really use the numbers on dice, but uses them to simply count success or failures.  It's just a fixed dice pool with variable bonuses, ones that can overwhelm the random range, so that means you have a limited dynamic range for character improvement (an issue shared with many 2d6 systems, but even worse for 4d3-8).  I know that may not be the proper definition and not sure if Fudge allows you to allocate success to different actions as a dice pool can.  

If they were really going for the non-linear aspect that can be provided by 3d4, 2d6, 2d10, 3d6 etc. why not use that?  Fudge to me is like a crippled dice pool or overly gimmicky non-linear dice mechanic with bad dynamic range.  Which is really not a game, just some concepts about modifiers (and lists of potential names for them) and how you stack them.  I've played in homebrews like this, they are great for a couple games around the sweet spot of the bell curve but soon, as the modifiers and difficult dominate the outcome, you mist things are way too easy or way too hard, with little in the middle as that sweet spot range is very narrow.  Maybe people have been able to make it work for campaigns, more power to 'em, I just don't see Fudge as anything special.
 

estar

Quote from: Xanther;935881You would think so but I  look at the dice and how they are used, you have +1, 0, -1 or success, null, fail.  I call dice pool anything that doesn't really use the numbers on dice, but uses them to simply count success or failures.  It's just a fixed dice pool with variable bonuses, ones that can overwhelm the random range, so that means you have a limited dynamic range for character improvement (an issue shared with many 2d6 systems, but even worse for 4d3-8).  I know that may not be the proper definition and not sure if Fudge allows you to allocate success to different actions as a dice pool can.

Good god, you are overthinking it. It is a system of using four dice to generate a result from -4 to +4. You don't look at each dice separately, like with 2d6, or 3d6, you roll the dice and total the four up to find the result. It not a freaking dice pool where each dice is compared to a level of success.

To put it another way, a fudge dice is a d6 with two faces labeled as -1, two with 0, and two with +1. Finally the adjective system is just a convention. You can just treat them as number with Mediocre as 0, Fair as 1. If the rules call for a Great result, you can treat it like you need to roll a 3 or higher. You roll 4dF and add in the relevant skill. So if you are good at Pistols you can treat that as having +2 skill.

The reason that the adjective system is used because of it free-form  nature it provide a natural way of reading the results and defining skills. I personally use the numeric approach as nobody wants to memorize the adjective scale.

Anyway people can read my attempt at crafting a Fudge RPG by using this link.
http://www.batintheattic.com/downloads/MajesticRealmsRPG_Fudge_Rev%2017.zip

Again the major problem with Fudge is that +1 provide a radical alteration in the chance of success. The reason for this is that shape of the bell curve of 4dF has a sharp slope compared to 2d6, or 3d6. This causes a problem in that you can't have fine graduations in advancement.

estar

Quote from: Xanther;935881If they were really going for the non-linear aspect that can be provided by 3d4, 2d6, 2d10, 3d6 etc. why not use that?  Fudge to me is like a crippled dice pool or overly gimmicky non-linear dice mechanic with bad dynamic range.  Which is really not a game, just some concepts about modifiers (and lists of potential names for them) and how you stack them.  I've played in homebrews like this, they are great for a couple games around the sweet spot of the bell curve but soon, as the modifiers and difficult dominate the outcome, you mist things are way too easy or way too hard, with little in the middle as that sweet spot range is very narrow.  Maybe people have been able to make it work for campaigns, more power to 'em, I just don't see Fudge as anything special.

You can read what the author had to say on the topic.

http://www.panix.com/~sos/rpg/fud-des.html

And he has a whole section on the development of the Fudge Dice

Soylent Green

I'd would not have called Fudge 4dF rolls a "dice pool", but then again "dice pool" is just one of those terms I picked up along the way contextually without ever having seen it defined so one can often miss nuances of meaning. I  don't who coined the term or whether the is an official definition anywhere. Language is funny that way.

I do agree the Fudge dice restrict the level of granularity. You can't really have a whole bunch of +1 modifiers, not ideal for high crunch or zero to hero style gaming.

I would not claim that is necessarily a feature, but that suits. It keeps gameplay fast and from a design point of view the lack of granularity I find it focuses the mind. You can't just slap on another bonus for every different circumstance or detail, you either learn to let go of something (possibly the most difficult/important design choice of all) or find a more creative solution.

But it's horses for courses. I love my Fudge dice, but I accept it is a rather specific tool.
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Bounty Hunters of the Atomic Wastelands, a post-apocalyptic western game based on Fate. It\'s simple, it\'s free and it\'s in colour!

TheShadow

I found Fudge to be good in theory, but bland in practice. I like a bit of system chrome and a few fiddly bits. Sure you can put color into Fudge but then a lot of games come with the color in-built.
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