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Action Resolution

Started by jlcsusara, 27 March 2009, 03:06:53

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jlcsusara

ON UNOPPOSED ACTIONS

To streamline play, the technique described here frees the GM from setting Difficulty Levels for unopposed actions. A player would just be testing, basically, his Skill - will it fail him now?

When something has to be tested, the player and/or GM decide which trait would be appropriate.  The player then rolls 4df. The rolled degree (+/-) is applied to the trait. If the adjusted level is equal to Fair or higher, he succeeds; if its lower, he fails.

Superb - is a rare occurrence, and should accomplish extraordinary results.
Great - is just that: great. The action succeeds better than expected.
Good - is a comfortable success. The action succeeds easily.
Fair - is the lowest possible success. The action just barely succeeds.
Mediocre - is a failure. The action only just fails.
Poor - is a grave failure. The action fails considerably, even disastrously.
Terrible - is when everything goes wrong.

The GM can still rule if the action is Too Difficult (therefore Impossible) or Too Easy (no roll needed). A player can "insist" on doing the action by spending a Fudge Point for Automatic Success.


Inspired by  Per Fischer's Free-form Open Role-playing RuleS (FORRS) game. The pdf can be downloaded at the Fudge Community (http://games.groups.yahoo.com/group/fudgecommunity/files/Fudge-Builds/).