A while ago I was chatting with Capheind (“Cap”), host of the Plus or Minus Podcast, about ASCB Fudge. While I thought the system had some good ideas while reading it, I also felt like the system needed to be simplified a bit for my taste. Mainly how it handled character creation and task resolution. …
Category Archives: FudgeRPG
Priority Systems
Because Fudge Doesn’t Have Enough Character Creation Options Yet On the one hand, there is a certain limitation to objective character creation systems with heavy siloing. Everyone getting the same number of attribute points, skill points, gifts/faults, etc. can end up feeling a little repetitive. On the other hand large scale point-buy systems can be …
Countdown
This is a borrowed mechanic from another game system but it can easily be ported into any Fudge game. And it has some great uses too! A countdown takes place when there is an unknown time limit before some event happens. A typical usage of this mechanic might be to determine when a character’s death …
The Flexibility of Re-Rolls
One of the greatest features of Fudge is also sometimes a drawback. The Trait Ladder often caps out around +4 or so (depending on your game), which means every attribute, which means even a +1 bonus from an item, skill, or spell makes a huge difference when you roll the dice. In the recent post, …
Stances Extended
Preface I love stances. Something about taking two opposed rolls, symmetrically splitting them into two pairs of results, and then comparing said results just appeals to my inner appreciation of crunch. Still, there are some logistical issues that can arise when using them, especially at any table where the GM does all the math. To …
A Treasury of Magical Weapons
Originally published in Fudge Factor, Nov 2005 by Mike Harvey Are you tired of yet another +1 sword? Have you given out a +2 sword only to have it wreck your campaign? Fear not, there’s a better way to create more imaginative weapons that won’t unbalance your game! It’s Only a +1 Sword… Many games …