Rolled 1d7 with a result of 4: Chapter 4, Combat, Wounds & Healing
Rolled 1d8 with a result of 2: Section 4.2, Melee Combat
Rolled 1d3 with a result of 3: Section 4.23, Alternating Combat Turns
[This article references the Fudge 1995 Edition rules. Specifically, Section 4.23, Alternating Combat Turns.]
The dice have decided on combat. This time, the topic is one of the three methods of resolving combat addressed by the rules of Fudge. A GM can select one of the methods or, if you are like me, choose all three depending on the circumstances (see "How to Juggle Combat Rules in Fudge").
I learned about alternating combat turns in the pages of the Stormbringer (1st edition) rule book, years before Fudge existed. Before that, I was accustomed to, and frustrated by, the combat sequence of Dungeons & Dragons: Attacker rolls to hit based on class level and possible bonuses, compares roll to defender's armor class, and rolls for damage if the attack is successful. The defender does nothing at this point except wait to see the attacker's result. Sure, we're supposed to imagine strikes, feints, parries, and assorted stunts in a round lasting one minute, but in terms of meaningful decisions by the players, the attacker rolls for attack and possible damage whilst the defender waits.
Stormbringer and the other games using Chaosium's Basic Role-Playing system are different. The attacker rolls to attack and the defender can roll to parry or dodge the attack. Damage, if any, is determined. Then the defender becomes the attacker and rolls to attack, whilst the attacker who is now the defender tries to parry or dodge. Every maneuver is a distinct action instead of a vague mini-montage. Every choice in attack, defense, or covering space is a meaningful one. This gives combat a distinctly different feeling that does a better job of rewarding player ingenuity.
In Fudge, alternating combat turns work the same way, with a few options added. Initiative is determined by opposed actions or opposed situational rolls. Parrying ability can be included with attack skills or developed as separate skills. Weapons that are ill-suited for parrying may incur a penalty on a subsequent attack. For animals, it is suggested that predators have a defensive skill one level lower than their offensive skill, whereas prey have the opposite arrangement.
Alternating combat turns are an enjoyable method of combat resolution. It's easy to understand, and it keeps all participants more engaged with the action. All three methods have their place (even in the same adventure as far as I am concerned), but alternating combat turns were my first introduction to alternative combat methods.
En garde!