Showing posts with label option consolidation. Show all posts
Showing posts with label option consolidation. Show all posts

12 March 2014

How to Juggle Hit Location Rules in Fudge

As I mentioned previously (q.v.), I like to use different rules options depending on my mood in any given session. Some options are too good not to use, so I try to use them all. Another combat-related example is hit locations. I like called attacks. I also like random hit locations. I also like hits that default to the torso. When I GM, I use all three options.

The following rule builds upon my own Alternate Section 4.35, Hit Location.

All attacks are made against random hit locations unless the attacker declares that a hit location is being targeted (known as a called attack).

A called attack must succeed by the required minimum relative degree in order to make contact with the targeted hit location. If the attack succeeds, but not by the minimum relative degree, then the defender chooses the hit location.

If the non-player character combatants are numerous and/or minor, the GM may rule that all attacks that are not called attacks are made against their torso hit location instead of rolling for random hit locations.

[Edited from an article originally posted in Fudgery.net/fudgerylog on 7 March 2011.]

11 March 2014

How to Juggle Combat Rules in Fudge

One of my quirks as a Fudge GM is that I enjoy shifting from one rules option to another depending on circumstances and general mood. For example, I see no reason not to use story elements, simultaneous combat rounds, and alternating combat turns at different points during the same session as long as it feels right. There is, indeed, a method to my madness, and it occurred to me that it could be codified quite easily. Here, then, is my very simple solution for incorporating the major combat subsystems into a single system. I'll tentatively call it the combat option selection system.

The rules from which I am drawing are in Section 4.2, Melee Combat of the Fudge 1995 Edition.

When combat seems imminent, the first step in the combat option selection system is to roll for the initiative. Different methods for determining initiative are described in Section 4.23, Alternating Combat Turns, but in this iteration initiative is determined before the combat option is selected.

If the initiative roll is a tie between the two opposing parties (whether they are individuals or groups), then the fight will be resolved using simultaneous combat rounds (see Section 4.22).

If the initiative roll results in a winner and loser, then the fight will be resolved using alternating combat turns, with the winner making the first attack (see Section 4.23).

Regardless of the result of the initiative roll, if both parties are agreeable, the fight may be resolved using story elements instead (see Section 4.21).

Optionally, the winner of the initiative roll may state whether alternating combat turns or story elements will be used for the fight.

Not only is this system completely intuitive (ties are fought simultaneously; non-ties favor the quick and the bold), but it gives everyone the chance to use the combat rules they like best.

[Originally posted in Fudgery.net/fudgerylog on 4 March 2011.]