# Development notes # 2015-02-25 Rewrite below here in Markdown: ----- Fudge trait levels 4 Legendary (Superb +1) 3 Superb 2 Great 1 Good 0 Fair -1 Mediocre -2 Poor -3 Terrible -4 Terrible -1 ----- Traits in Fudge Trait +-Attribute +-Skill +-Gift +-Fault (all of these things are traits) ----- answering questions 4 Legendary (Superb +1) 3 Superb 3 and above, exceptional yes 2 Great 1 Good 1 and above, yes 0 Fair 0 marginal yes -1 Mediocre -1 and below, no -2 Poor -3 Terrible -3 and below, exceptional no -4 Terrible -1 ----- random events 4dF roll of >= +3Su : random event check, about 10% of the time chaos: starts at +0Fa 4dF >= chaos : random event is occurring ----- Fudging Mythic RPG - Odds Questions Written by fudgebob dicepants Saturday, 17 July 2010 05:04 http://fudgerpg.com/community/fudge-blogs/discovering-fudge/77-fudging-mythic-rpg-odds-questions.html Mythic has a neat mechanic in resolving in-game questions which the GM has not prepared for or haven't even thought about. Check out Mythic RPG at http://www.mythic.wordpr.com/page14/page14.html. Here are my somewhat-simplified Fudge conversion: 1. Ask an in-game question, answerable by a YES or a NO. 2. Determine the Odds Modifiers: Has to be +3 A Sure Thing +2 Likely +1 50/50 0 Unlikely -1 No Way -2 Impossible -3 3. To get the final answer, roll 4DF with modifiers: * A Superb or higher is an EXCEPTIONAL YES. * A Good to Great is a YES. * A Fair can be MARGINAL YES, A YES with Complications, or Unresolved/Delayed answer (Pick only 1 for the session/campaign) * A Mediocre to Poor is a NO. * A Terrible or lower is an EXCEPTIONAL NO. ----- other systems: - Osprey (sucky?) - WikiRPS - Yags - Alternate Realities ----- Two categories: - chracter description - action resolution ----- computer RPG games I admire - TES (Daggerfall, Morrowind) - Fallout (SPECIAL RPG system) - Jagged Alliance (pre-2 system in particular) ----- - Fading Suns RPG system similar to Fallout (VPS system) - Savage Worlds - Mutants and Masterminds - Alternity - RuneQuest has skill advancement. Very old system ----- - Being able to roll action points to subsequent rounds a-la JA and Fallout - Do want mental attributes (?) - Differentiate between physical and mental attributes - PCs, NPCs and monsters should use same creation mechanisms? This is NOT how D&D (d20, 3.xE) works. - Exponential scales? This is how Fudge works. Hero does it with Strength - Body used in Hero to 'counter-weight' Strength. What does this mean? - Movement rate? - Hexes or quads? - Need initiative. ----- Things I need in any game: - time of day and time passage - action points - Being able to roll action points forward to subsequent rounds - movement rate - skill and attribute advancement - What will be the mechanism we use to store training? - must be able to save anywhere for any reason - initiative ----- What types of things can I borrow from some of these past games? - Jagged Alliance - Fallout - TES - Nethack ----- Actions points from Fallout RPG They're based on the Agility Statistic like this: Fallout Agility #AP Fudge Agility #AP 1 5 Superb 11 2-3 6 Great 10 4-5 7 Good 9 6-7 8 Fair 8 8-9 9 Mediocre 7 10+ 10 Poor 6 Terrible 5 Or by formula: AP = Agility + 8 ----- Attributes in _Another Fine Mess_ all animals: Agility Perception (Wisdom) Strength Health (Endurance, Constitution) Willpower Wits (Intelligence) individual animals' special attributes: owl Wisdom: Fair racoon Dexterity: Good mutt Energy: Great bloodhound Common Sense: Good horse Alertness: Great falcon Courage: Great ferret Curiosity: Great cat Dignity: Good ----- Attributes for my thing: * Agility (Dexterity?) I will use for: Action Points Would this be the same as Dexterity for my purposes? * Perception (Wisdom?) I will use for: initiative?, ranged weapon distance?, noticing things or awareness * Strength I will use for: melee damage, hit points?, carry weight * Health (Endurance, Constitution) I will use for: hit points? base damage capacity? Willpower * Wits (Intelligence?) I will use for: advancement rate adjustment? ----- health and wound tracking This is showing two different methods of wound tracking. One is with the masks representing successive damagings. The other is using a DC attribute (or secondary attribute, whatever it's called) DC (using this kind of like hit points) mask mod dmg -- 000 0 -- Superb* (default? Not damaged?) Scratch1 001 0 1,2 Great Scratch2 010 0 1,2 Good Scratch3 011 0 1,2 Fair Hurt 100 -1 3,4 Mediocre Very Hurt 101 -2 5,6 Poor Incapacitated 110 -- 7,8 Terrible (mod -3 ?) Near Death 111 -- 9+ Terrible - 1 - Relative degree of +1 is a graze - 0 or less, no damage - If using DC method: - scratch damage does not reduce DC - don't use it to calculate wound severity