17 April 2014

Offensive Damage Factors Considered

One of the things I like about Fudge is the simplicity of determining how much damage a mêlée weapon causes. I've seen it boiled down to its bare essence in a variety of ways, but I think this version is the best:

-1 unarmed, untrained
+0 unarmed, trained
+1 small weapon
+2 medium weapon
+3 large weapon
+1 sharpness
+1 two-handed

So, if a character enters combat, you ask yourself these questions:

If the character is unarmed, is he or she formally trained or self-taught in unarmed combat? (Apply +0 if the former or -1 if the latter.)

If the character is armed, is the weapon small, medium, or large? (Apply +1, +2, or +3 respectively.) If it is sharp, add +1. If it is wielded with two hands, add +1.

Example: A rock is a small blunt weapon (ODF +1). A shillelagh is a medium blunt weapon (+2 medium = ODF +2). A knife is a small sharp weapon (+1 small +1 sharpness = ODF +2). A gladius is a medium sharp weapon (+2 medium +1 sharpness = ODF +3). A longsword is a large sharp weapon (+3 large +1 sharpness = ODF +4). A claymore is a large, sharp, two-handed weapon (+3 large +1 sharpness +1 two-handed = ODF +5).

This can easily be used to extrapolate the damage factors of everyday items such as a bowling ball (medium blunt object; ODF +2), a brick (small blunt object; ODF +1), a spade (large, blunt, two-handed tool; ODF +4), or a sickle (medium sharp tool; ODF +3).

This presents a quandary. Why would anyone choose to learn a specific weapon skill if Brawling can give one the ability to use just about anything as effectively? [Brawling being the skill of untrained fighting, armed or unarmed.] We know that household objects are not as effective as actual weapons, but how can this fact be reflected without complicating the simple formula of which we are so fond? Since the ordinary object is inferior to the weapon possessing similar qualities by virtue of its different design purposes, I think the best way to reflect this is to impose an initiative penalty to the wielder of the ordinary object whenever the two are matched. This would only work if alternating combat turns are being used. If simultaneous combat rounds are being used, one could rule that the wielder of the actual weapon gains a +1 mêlée modifier when engaged against a brawler attacking with a chair or a walking stick or any other object.

I was thinking about this as I was adding the description to the Brawling skill in Optimum Skills for Fudge [see the Ultimate List of Skills instead]. The unarmed combat skills are the only skills for which I have not yet written descriptions, and Brawling, being the most basic of all fighting techniques, is the first I have undertaken. On the table above, Brawling qualifies as unarmed, no formal combat training, and thus provides a -1 offensive damage factor [except when employing an ordinary object as a weapon]. Any other form of unarmed combat requires some amount of formal training and provides a +0 offensive damage factor. Special attack techniques will bestow a +1 offensive damage factor. To keep things simple, I think the difference between most of the martial arts will be style rather than effect, leaving the description of specific techniques to players if they so desire (and providing some examples in the skill descriptions). Certain skills may have exceptions, such as Aikido, Judo, Jujutsu, and Wrestling, which are more focused on disabling opponents than injuring or killing them (depending on the style and the individual practitioner, of course).

[Originally posted in Fudgery.net/fudgerylog on 5 February 2008 and 15 April 2011 as two articles.]

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