+0 for no weapon, no Martial Art skill.
+1 Martial Art skill at Fair or better, no weapon.
+1 for small weapon (knife, etc.)
+2 for average-sized weapon (sword, axe, spear, bow, etc.).
+3 for large weapon (polearm, battleaxe, etc.).
+1 for sharp weapon (additive with other weapon damage).
This suggests (appropriately, in my opinion) that damage for weapons begins at +1. This makes intuitive sense, as I have argued before. What may be more controversial for some, however, is that an unarmed combatant with reasonable martial arts training is equal to an armed combatant.
Things take a strange twist in the Fudge 1995 Edition where, in Section 4.54, Sample Wound Factors List, we find this:
-1 for no weapon, not using a Martial Art skill.
+0 Martial Art skill, or for small weapons (blackjack, knife, brass knuckles, sling, thick boots if kicking, etc.).
+1 for medium-weight one-handed weapons (billy club, machete, shortsword, epee, hatchet, rock, etc.).
+2 for large one-handed weapons (broadsword, axe, large club, etc.), or for light two-handed weapons (spear, bow, etc.).
+3 for most two-handed weapons (polearm, two-handed sword, battleaxe, etc.).
+1 for sharpness (add to other weapon damage: knife becomes +1, shortsword +2, broadsword +3, greatsword +4, etc.).
First, the categories have been pulled back by a factor of 1: weaponless unskilled attacks that were +0 are now -1; small weapons or weaponless martial arts attacks that were +1 are now +0, and so on. Second, large weapons have been divided into two categories consisting of large one-handed weapons and light two-handed weapons. Third, another category has been added consisting of "most two-handed weapons." This version has remained unchanged in the Fudge Expanded Edition and the Fudge Anniversary Edition.
Essentially, some "average-sized weapons" (sword, axe, etc.) as they were formerly described have become "medium-weight weapons" (shortsword, hatchet, etc.), and some have been upgraded to "large one-handed weapons" (broadsword, axe, etc.) or "light two-handed weapons" (bow, spear, etc.). The additional category of "most two-handed weapons" (polearm, battleaxe) would have needed to move up to +4 in the earlier version to accommodate the expansion of "average-sized" into "medium weight" and "large one-handed"/"light two-handed."
The good news from the second version is that weaponless unskilled attacks have been lowered to -1, which represents a significant penalty. The bad news (for some) is that weaponless martial arts attacks are still equal to small weapons. Even worse, however, is the fact that weapons start at +0, which is a little hard to grasp when one considers one's chances in a fight with or without a weapon. A weapon, no matter how ordinary, ought to confer some advantage, and an offensive damage factor of +0 fails to convey that.
In both versions, there is something that seems a wee bit off-kilter, and my own version is an attempt to correct that sense of rules wooziness. Here it is with new parenthetical examples:
-1 unarmed, untrained (unsuited for combat)
+0 unarmed, trained (competent martial artist, Eastern or Western)
+1 small weapon (knife, brass knuckles, sap, etc.)
+2 medium weapon (shortsword, nightstick, tomahawk, etc.)
+3 large weapon (broadsword, mace, axe, etc.)
+1 sharpness
+1 two-handed (greatsword, polearm, etc.)
So, a greatsword, being a large, sharp, two-handed weapon, would have an ODF of +5, whereas a shortsword, being a medium, sharp, one-handed weapon, would have an ODF of +3. It makes hand-to-hand combat deadlier, but this can be offset if necessary by altering the wound tracks (a very easy task).
[Originally posted in Fudgery.net/fudgerylog on 20 February 2012.]