As seen on http://www.fudgefactor.org.
by Iago
As much as I've tried to avoid it in my own games, there's
always a certain siren call quality to the idea of
"crunchiness" ("rules-ness" as opposed to "rules-light")
when contemplating the configuration of Fudge. Usually a
tendency toward slack on my part leaves me setting such
notions aside as too much work, but that hasn't kept me
from seeing the value in the idea.
One such contemplation lead to the following initiative
system, which owes its origins, at least in part, to the
Seventh Sea and Hero System RPGs. Its core notions started
in the mind of Rob Donoghue, who was looking to achieve an
initiative mechanic which was functionally similar to
Seventh Sea's, but retaining a fundamentally Fudgey feel.
As is often the case, this set me off down my own path --
which included the thought of making the diversity of your
dF rolls matter in some fashion -- and what you are about
to read is the result.
Most implementations of Fudge will have some sort of
initiative determinant. This could be an attribute, like
Reflexes or Perception; a skill, like Alertness; or other
options, such as "your best combat skill". In a few cases,
there might be no initiative determinant, in which case
everyone rolls the same, or several determinants for
different parts of initiative, such as using Reaction to
determine the number of dice rolled (see below), but Speed
to determine the in-phase action order (also below).
Rather than use the clunky phrase "initiative determinant"
in this article, I'm going to use Agility, simply, with
the understanding that you can swap it out for anything
that suits your fancy.
This system assumes that each combat scene is broken up
into a series of rounds, which are, in turn, broken into a
set of phases.
Each phase is meant to cover a mere moment of time, and is
generally only enough time to complete a single, simple
action, such as opening a door, moving a short distance
down a hallway, or swinging a sword. All the same, if the
GM is so inclined, this can be expanded to a longer period
of time without introducing any issues.
Each round consists of five phases which are denoted
according to the faces of a Fudge die (dF), and bracketed
by two special phases, the "double minus" (--) phase,
which everyone gets, and the "double plus" (++) phase,
which is usually only attainable through modifiers and
dice bartering (see below). Otherwise the phases are
"plus" (+), "blank", and "minus" (-).
The round proceeds through the phases in descending order
of positivity (++, then +, then blank, then -, then --).
If more than one person is acting on that phase, it is
resolved within that phase in order of Agility. If those
are also tied, the GM may make an arbitration or apply an
additional rule of her own devising.
Each phase is, effectively, considered a period of
simultaneous action.
Slow and Structured: Within a phase, declaration is done,
and then resolution is done. Declaration occurs in
ascending order of Agility (Poor, then Mediocre, then
Fair, etc). Resolution occurs in the reverse order. Thus,
the slowest person in a phase says what they are doing
first, and resolves the doing of it last; the fastest
person says what they are doing last (having heard
everyone else), and resolves doing it first. Thus, in this
option, fast people get to react to slower people, but
slower people don't get to react to faster ones. This
option, however, can really cramp some folks' style, and
is definitely not for everyone.
Faster but Unstructured: Merge declaration and resolution,
with the faster people having the option to "hold their
action" until others have executed their actions in the
phase. This more closely matches the usual implementation
found in RPGs at large, and is probably more palatable.
How They're Rolled
Each player rolls a number of dice according to his
Agility (see "What You Get", below).
The dice are then arranged according to uniqueness; set
duplicates aside, if so desired. The unique set of faces
showing indicates the phases on which you act.
Example: You roll 3 dice, getting '+', '+', and '-'. You
would then set the extra '+' aside, and act on the '+'
phase and the '-' phase, in addition to the '--' phase,
which everyone gets.
Duplicate dice of the same facing do not indicate a double
action on that phase (unless the GM wants to implement
such an optional rule -- tread lightly, though!).
What You Get
The dice you get to roll is directly dependent on your
rank in Agility. As Agility shouldn't change except slowly
over time, it is well worth noting the dice you roll for
initiative somewhere on your character sheet.
Option one involves simply tying the number of dice rolled
to Agility, increasing by 1dF per step:
| Rolled Results Table |
| Abysmal | 0dF |
| Terrible | 1dF |
| Poor | 2dF |
| Mediocre | 3dF |
| Fair | 4dF |
| Good | 5dF |
| Great | 6dF |
| Superb | 7dF |
| Legendary | 8dF |
Another option is to increase the number of dice more
slowly, but include a "fixed result" (a die with a frozen
facing) every other step:
| Rolled+Fixed Results Table |
| Abysmal | 0dF |
| Terrible | 0dF, fixed minus |
| Poor | 1dF |
| Mediocre | 1dF, fixed minus |
| Fair | 2dF |
| Good | 2dF, fixed minus |
| Great | 3dF |
| Superb | 3dF, fixed minus |
| Legendary | 4dF |
Other variants are possible as well, of course, and the GM
is encouraged to create whatever suits her sensibilities.
Bartering
Dice bartering is an optional technique whereby a player
can "trade in" a plus (+) die in order to upgrade another
die by one facing: - becomes blank, blank becomes +, +
becomes ++. ++ is the highest phase, and cannot be
upgraded; similarly, the -- phase which everyone gets
cannot be upgraded.
Usually an upgrade will be "paid" out of the pool of spare
plus dice, if any, and if the GM desires, she may restrict
players from doing this if they have only one available +
die. Dice which have been upgraded to a + facing may not
then be traded in, however; once upgraded, they're locked.
Example: You roll a +,+,- on 3dF. You can trade in your
extra + to turn your remaining + into ++. You would then
have three phases that round: ++, -, and --.
At the GM's option, it may also be possible to allow
downgrades (turning a + to a blank, or a blank to a -),
since the goal here is to achieve as diverse a result as
possible.
Another Example: You roll 4dF for your initiative, and
get four + results. Normally, this would mean you can
only act on the + phase in addition to the double-minus.
Dice bartering, however, allows you to trade in one of
your plusses to turn one of the remaining three into a
++ result. Thus, you act on ++, +, and -- phases.
With downgrades, you could trade in a second + to turn
the other remaining + into a blank, but if you did that,
you'd have no dice left in the + phase, and would act on
++, blank, and --.
In the end, dice bartering won't be used that often unless
there's a lot of high Agility going around, and it makes
it possible for players to elect to act on the ++ phase if
they want to get that extra "drop" on someone.
Working Without Dice
If you're looking for something a little more like Hero's
system, you can leave out the dice entirely, and instead
go for something with fixed available phases, like so:
| Fixed Results Table |
| Abysmal | -- |
| Terrible | --, - |
| Poor | --, blank |
| Mediocre | --, -, blank |
| Fair | --, -, + |
| Good | --, blank, + |
| Great | --, -, blank, + |
| Superb | --, -, blank, ++ |
| Legendary | --, -, blank, +, ++ |
The Effects of Surprise
If someone starts a round "surprised", they roll dice as
normal, and then, after bartering, they must drop all
their results down a level. Minuses become double-minuses,
blanks become minuses, plusses become blanks, and
double-plusses become plusses.
Since double-minus results can't be modified, those "stay
put"; you can never lose your double-minus phase --
everyone always gets a chance to act once per round.
Using Spares
Plusses aren't the only facings that may have spares. Once
bartering is done and the phases for the round are locked,
you can allow any remaining spare (surplus facings) dice
(even blanks and minuses) to be spent for particular
maneuvers, or as lightweight Fudge points that provide a
+1 to a die roll, or what have you. This is a good way to
avoid completely hosing the guy who rolled four blanks.
Play With the Dice
With a mechanic like this in effect, all sorts of
character sheet extras could be provided that affect it.
Someone might have a Quick Reflexes Gift which always gave
them an action on the + phase, or a Two Left Feet Fault
which takes away any surplus dice before bartering is
done. Mechanics can also be introduced whereby one can
affect the initiative dice of an opponent or a teammate
positively or negatively.
The Rules in Action
Sadly, this rule set has not gotten a lot of real-world
play testing, mainly due to the tastes of my own
playgroup. That said, the system should work reasonably
quickly once people get familiar with it, and with the
proper bits of hardware.
It will probably be most useful to set up an index card,
sheet of paper, or a portion of character sheet, with five
rows on it labeled by phase. Then, when initiative dice
are rolled, you can sort them into their appropriate rows,
and move them around as needed when bartering. The
double-minus row isn't strictly necessary, of course,
since you always act on it, but I recommend keeping it and
using it as the row you put bartered plusses on.
Example: You roll 6dF for initiative, and have rolled
two plusses, two blanks, and two minuses. Your
initiative card would look like this:
| ++: | |
| +: | [+] [+] |
| 0: | [ ] [ ] |
| -: | [-] [-] |
| --: | Check! |
As laid out, you'd act on the +, blank, -, and --
phases.
If you wanted to act on the ++ phase to get the drop on
an opponent, and traded in one of your + die to upgrade
the other, it would then look like this:
| ++: | [+] |
| +: | |
| 0: | [ ] [ ] |
| -: | [-] [-] |
| --: | Check! [+] |
As now laid out, you'd act on the ++, blank, -, and --
phases.
While Fudge is often regarded as a rules-light system, this initiative system will allow you to apply some "crunch" to ypur combats, satisfying any desires you or your players may have.
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