Jueqel Musings

Thursday, January 12, 2006

One Die Fudge

One Die Fudge is an optional dice rolling rule for task resolution in the Fudge Roleplaying Game. It is fairly straightforward in that it gives players and GMs a single die to obtain task results, with the option to use more dice as needed.

One thing that has always troubled me in games is the extreme variability that dice add into determining outcomes. In Fudge rolling a -4 or +4 can turn a professional into a complete dolt. Chances are the extremes of rolling these values is low (around 1%), but it happens often enough that critical situations can blow up in the player's face. Options such as using fewer dice are appealing, but the range in which an event can happen is reduced. This is good in that the chance of success is increased, but the tougher tasks become impossible to resolve.

Along comes One Die Fudge. With this option Players and GMs roll one Fudge Die. The result will be a positive one, a zero, or a negative one. This value is added to the trait involved and the resolution can be determined. Success or failure will be greatly determined on the aptitude of the trait involved in the task. A rock-climbing skill of +2 will always range within a +1 to +3 result, baring complications.

“Nay, nay,” you say. “One die means that a +2 Skill can never obtain a +4 result!”

Ah, yes. This is true, but for One Die Fudge it is only one die away from the result you desire. This can be handled in two distinct ways. The easiest way is by spending Fudge Points - One point for plus one to the roll. Spending one or more fudge points before the roll gives an automatic +1 for each fudge point spent, and no roll is made. Conservative, yet a fair sacrifice.

The other way get a higher roll is to increase the risk by simply rolling an additional die. In fact, with One Die Fudge, players can add as many dice as they think they need to get the desired result. The number of dice must be chosen before rolling, and the maximum number of dice should exceed no more than five (GM sets the max).

This method allows for both a consistency that will reflect a character's aptitude in a trait, and this option allows taking risks. Because a Fair Skater will always be a fair skater unless he takes risks.