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- From: cwebster@redwood.math.ucla.edu (Corran J. Webster)
- Subject: Equipment and Dice Systems for FUDGE
- Message-ID: <1992Dec23.024113.14264@math.ucla.edu>
- Summary: An equipment system (or skeleton of one) for FUDGE plus
- yet another Dice System...
- Keywords: FUDGE equipment dice
- Sender: cwebster@math.ucla.edu
- Organization: UCLA Mathematics Department
- Date: Wed, 23 Dec 92 02:41:13 GMT
- Lines: 249
-
- Hi there,
-
- I've been following the discussion on rec.games.design for a couple of
- weeks now (I've downloaded the last two full versions of FUDGE). FUGDE
- looks interesting.
-
- In any case, I have noticed a lacking in the rules, in that
- they are a good system for describing characters, there is very little
- about equipment.
-
- OK, so why is anything needed anyway?
-
- Special equipment plays a fairly big role in lots of campaign types:
- Fantasy ("The Vorpal Blade went snicker snack!"), Superhero ("Hand me
- the Bat-thingy, Robin!"), Cyberpunk ("I jack into my CyberSystems-1000
- deck"), SF ("I get out my language translator and speak to the
- alien..."), etc. About the only genre which won't use equipment to
- some extent is the intelligent animals (Bunnies & Burrows) type role
- playing...
-
- Obviously this sytem should be reserved for items which are likely to
- play a major role in the game, otherwise the bookwork would be
- ridiculous.
-
- Of course what I've suggested here is somewhat tentative and sketchy
- (but looong). I hope it generates some discussion....
-
- Finally, at the very end I've thrown in my $0.02 about the current
- dice system debate by suggesting yet another system.
-
- FUDGE equipment
- ===============
-
- A piece of equipment or object is described in a similar way to a
- character, using traits. The standard character trait divisions can be
- used, such as attributes, skills and gifts (although the last two will
- probably be fairly uncommon), but the emphasis of the traits will
- probably be different to that of a character. In addition items have
- an additional class of traits called functions which are modifiers to
- the skill of a character using the item.
-
- Of course, as with characters, exactly what traits are going to be
- most important would be up to the GM. As is the degree of detail.
-
- Examples:
-
- The GM wants a very simple equipment system, so she declares a single
- trait called "functionality" which is basically "how good the item is
- at doing what it's supposed to do". In this scheme, a sword might be
- have a Good functionality (which means it is a good melee weapon), a
- magic sword might be Great or Superb. A very high quality pen would
- probably only have Fair functionality (the extra quality doesn't help
- with things like editing) - for comparison, even a basic word
- processor would have a Good functionality, a high-tech voice
- recognition based system would be Superb, a hammer and chisel would be
- Poor (or even Terrible).
-
- In a more complicated system, the GM uses some universal attributes
- like Damage Resistance (how much damage an object can sustain before
- it becomes useless) and Craftsmanship (how well-made the item is),
- plus specific attributes and functions (and perhaps skills and gifts)
- based on the object's use. For instance, melee weapons would have a
- Damage Potential attribute (how deadly a weapon is) and a Melee
- Weapon function (how useful it is in melee combat - how much it adds
- to the chances of success). In a very complicated system there might
- even be a Parry function (a modifier on the defensive roll, rather
- than the attacking roll in combat). Ranged weapons might have a Range
- attribute, and so forth...
-
- In this system, a sword might look something like:
- Attributes:
- Damage Resistance: Great (Superb?)
- Craftsmanship: Fair
- Damage Potential: Good
- Functions:
- Melee Weapon: Good
-
- Examples of skills and gifts would crop up most when considering
- computers, or magical items. A computer would probably have a skill
- like "Arithmetic" or "Basic Mathematics" and a gift of "Programmable."
- An expert system might have more diverse skills such as "Medical".
- Once you start getting to full-blown AI and robots, you are probably
- better off describing them as characters. An intelligent magical sword
- might have its own "Melee Combat" skill, and probably a range of
- gifts, not the least of which would be "Intelligence" (probably a
- supernormal ability). In addition it could also have some
- mental/spiritual attributes which are not normally associated with
- items.
-
-
- An important point is made here: it is not the _quality_ of the item
- which affects functions, but how _useful_ it is (see the pen/word
- processor example above).
-
- Another important point is, when defining an item, only worry about
- its intended uses. A pen might be have a Fair functionality as a
- writing implement, but this only refers to its use as a writing
- implement. If it is used as a melee weapon, it would probably be
- Terrible. It is up to the GM to determine how useful an object is in a
- given situation for which it was not designed. A personal computer
- would make a Great doorstop...
-
- Also, a given function may cover several different skills, especially
- if more generalised traits are used. Example: An electronic repair kit
- with a function "Electronic Repair: Good" would probably help a
- Electronic Repair skill, a Computer Repair skill and even a Robotic
- Repair skill equally, since all three use essentially the same tools.
- It would not be neccessary to list "Electronic Repair: Good, Computer
- Repair: Good, Robotic Repair: Good".
-
- Using Equipment
-
- If an object has an independent trait, then using this is resolved
- just as if the object were a character.
-
- Example: A computer has a skill of Arithmetic: Great . Adding up a
- list of 1000 one hundred digit numbers would have a degree of Fair
- (just a guess?). Resolve normally.
-
- Damage Resitance needs special note in that the penalties for Hurt and
- Very Hurt remain unchanged, but would be better called Damaged and
- Very Damaged (or Badly Damaged?). Incapacitated should be read as
- "Unusable, but easily made to work." Near Death should be read as
- "Unusable, and difficult to make work." Damage beyond this means the
- object is irreparibly broken.
-
- There are two ways I can think of to use objects as a benefit to using
- a skill, the first is to treat it as a modifier to the skill _level_,
- the other as a modifer to the task _roll_.
-
- Obviously the quality of the tools should have a lesser effect than
- the skill of the user. If the skill of the user does not really matter
- then the function is probably better represented as a skill.
-
- Adding to Skills Method
-
- How about the following mechanism:
- Terrible: -2 levels
- Poor: -1 level
- Mediocre, Fair, Good: +0 levels
- Great: +1 level
- Superb: +2 levels
- Resolve task with the adjusted system.
-
- Example: Fred the Barbarian has a magical sword which has a "Melee
- Weapon: Great" function and a Melee Combat skill of Fair. When using
- the sword he has a Melee Combat skill of Good.
-
- The probablities of the outcomes would be (as fractions of 36 and
- percentages):
- Terrible Poor Mediocre Fair Good etc...
- --------------------------------------------
- 1 2 3 4 16 ...
- 2.8% 5.6% 8.3% 11.1% 44.4% ...
- the table is symmetric.
-
- (Note: I got this system from the way strength levels are handled in
- the damage system...)
-
- Adding to the Roll Method
-
- Use the progression:
- Terrible: -3
- Poor: -2
- Mediocre: - 1
- Fair: +0
- Good: +1
- Great: +2
- Superb: +3
- as the addition to the roll.
-
- Example: In the above example Fred would have a "+2" one Melee Combat
- rolls when using his Magical Sword, but his skill would still be
- Fair.
-
- However the probabilities would change to:
- Poor Mediocre Fair Good Great Superb Superb+1
- 1 2 3 4 16 4 6
- 2.8% 5.6% 8.3% 11.1% 44.4% 11.1% 16.7%
- This obviuosly gives a higher average level of success then the
- previous method. However it would work better in the 2d10 or the 4d6
- (see below) system, since then +2 on a roll = +1 level (approx).
-
-
- What Happens If a Character Doesn't Have Any Tools?
-
- If this happens, it is up to the GM to decide if lack of equipment is
- a problem. In essence what she has to do is to decide what funtion
- level equals no tools: writing with no equipment would be Terrible;
- climbing a cliff might be fair (or perhaps mediocre) - equipment is
- useful, but not essential; attempting to repair a crashed vehicle
- might be impossible without tools.
-
- Note that his means that in some cases bad tools might be worse than
- no tools at all (eg. using damaged or weak tools in climibing a
- cliff).
-
- Creating Objects
-
- At the moment there is only a subjective system for doing this.
- However, it might be a good idea if there were a point system to
- determine a sort of cost for items. A character could have a certain
- number of points to spend during creation (gifts and faults such as
- "materially poor" and "wealthy" could affect this). In additon this
- might be a way to determine a monetary cost (eg. 1 point = $10 or 1
- credit or 100 silver pieces or whatever - the details of the GM's
- monetary system are entirely her own problem!)
-
- Also it would be nice if there were a rough system for saying how
- difficult it is for a character to build a given item...
-
- Yet another dice system...
- ==========================
-
- Yes I know... 8-)
-
- However, I'm posting this because I believe that it combines the
- advantages of the 2d10 system (wider range) with the advantages of the
- 2d6 system (easier to get the dice). In addition the following system
- will give probabilities which are distributed on a smoother bell
- curve. The one drawback is that it requires 4 dice, not 2.
-
- It simply is to roll 4D6 and then look up the following table...
-
- =<4 5-6 7-8 9-10 11-12 13-15 16-17 18-19 20-21 22-23 =>24
- -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5
-
- or alternatively use the formula ((4D6)-14)/2 and round down. (note
- that 14 is the average value, so (4D6)-14 gives a range from -10 to
- 10)
-
- Another alternative would be ((4D6)-14)/3 and round to nearest, which
- would give the following table:
-
- <4 4-6 7-9 10-12 13-15 16-18 19-21 22-24 >24
- -4 -3 -2 -1 0 +1 +2 +3 +4
-
- In both cases, I would suggest using equipment as a modifier to the
- roll, and the reult is a modifier to the skill level, but other
- processes could work.
-
- In short I'm stating my opinions and seeing what everyone else here
- thinks.
-
- See ya 'round,
- Corran Webster
- cwebster@math.ucla.edu
-
-
-