Fudge RPG - Compleat Combat w/ Min-Mid-Max

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From: TimothyJMiller

Date: Wed, 29 Mar 2000 21:04:23 GMT

Subject: Compleat Combat w/ Min-Mid-Max


Been thinking about it, and I also really like the mechanic.  It seems
intentionally designed to not differ radically in result from the
standard damage system.

Incorporating Min-Mid-Max (MMM) into Compleat Combat (CC) is simple,
really.  In point of fact, I could whittle CC down to an armor
mechanic, a wound track and a damage capacity mechanic.  I don't know
if that makes me feel good or bad.  8)

Here's how it might work:

Weapon Wound (W) - Target Armor Value (AV) = Damage Factor (DF)

Example:  Greatsword, 3W, against Chain armor, AV2.  Damage Factor
would equal 3W-2AV=1.

Use the MMM charts as normal, if desired; DF and Relative Degree (RD)
each give you a Bonus.  The total bonus tells you which die to read.
Recall:

          DF  | Bonus |  RD             Bonus |   Die
        ------+-------+------           ------+----------
         <0   |   -1  |  --                0  |   Min
        0,1,2 |    0  | 2,3                1  |   Mid
        3,4,5 |   +1  | 4,5                2  |   Max
         6+   |   +2  |  6+                3  | Min + Max
                                           4  |  All 3

Otherwise, the GM will rule which die to read.

Two special cases:

Grazing:  A RD of 1 is a scratch, or 1W.  Larger weapons might be
instead relegated to reading the Min regardless of other bonuses.

Armor Penetration:  CC currently allows armor-penetrating hits, when
the RD is greater than the armor's CV.  I like this, and don't want to
lose it.  Currently, I'm thinking that if the RD is greater than the
CV, give a +1 bonus (i.e., shift one up on the die chart).

The Wound Track needs to change.  Currently, there is one box per
Fudge level.  This is not enough wound slots to make fights
interesting.  Currently I'm experimenting with two wound boxes per
wound level.

The remaining rules all stay the same.

Comments?



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SequenceFirst LineUsernameDate
0 (Timothy J. TimothyJMiller 2000-03-30 22:09:21
1 Been thinking about it, and I also really like the mechanic. TimothyJMiller 2000-03-29 21:04:23
2 John Rudd writes: > I like the CV stat as an alternative to a hit location system.. TimothyJMiller 2000-04-01 20:59:15
3 the relative degree is less than the CV, reduce > the damage by applying the AV. JosephRDietrich 2000-03-31 19:51:16
4 agree! LanceDyas 2000-03-31 15:01:16
5 I totaly agree! GregScaux 2000-03-31 08:41:56
6 (AV) and a Coverage Value (CV). LanceDyas 2000-03-31 01:24:50
7 "Richard Coxson II" writes: > It is a good, well thought out system, but I would never use it. TimothyJMiller 2000-03-30 15:15:51
8 I fully agree with Richard Coxon II. Iso88591Qrafalga 2000-03-30 06:20:04
9 use it. RichardCoxson 2000-03-29 22:09:32
10 I like the CV stat as an alternative to a hit location system.. JohnRudd 2000-03-31 20:43:48
11 Gregory Scaux writes: > I totaly agree! TimothyJMiller 2000-03-31 13:19:19