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punkbohemian Fudge Forum Member
Joined: 11 Dec 2009 Posts: 5
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Posted: Sat Dec 12, 2009 12:10 pm Post subject: attributes, skills, and scale |
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I can't help it. I need to have some mechanic to link attributes and skills. It doesn't make sense to me that a person with Terrible Intelligence can be a Superb physicist. And I know that such combinations can be overridden by a GM, but I want to have an objective rule in place.
So, I came up with this. Attributes are a measure of a character's maximum potential, and therefore the maximum level they can raise a skill. So, if one wants to be a Superb physicist, s/he has to be superbly intelligent.
Now the question is how to factor in Scale. Let's say we have a race that is a little smarter than the human average (scale +1). It stands to reason that this should be factored in to their maximum rank in a given skill. Or maybe it should just be a flat bonus to the skill being checked? I'm thinking the former, since being smarter doesn't mean you're a better Physicist if you don't have the training.
So my first question is how does my resolution sound? My next question is that this situation has me wondering if scale is redundant. So, if I have a non-human race that is a little smarter than humans, why not just give said race an automatic bump to Intelligence at chargen with cost to improve as if the attribute was one lower? Sure, it complicates character development a little, but I'm guessing it also speeds up gameplay a bit, which seems like a pretty fair trade off. Any thoughts? |
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Knaight Fudge Forum Member

Joined: 19 Aug 2007 Posts: 439 Location: Ft. Collins CO, USA
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Posted: Sun Dec 13, 2009 2:13 am Post subject: |
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OK, first things first. Mental attribute scales are a really, really bad idea. I would reccomend against mental attributes entirely(except for Perception), but do not introduce scale to it. Secondly, what about Savants and similar? There are a lot of people who are really, really good at one task, but seem not to be. If you must link attributes and skills, my reccomendation is padded rolls, or a failsafe/limit on the rolls. Basically Fair attributes allow any roll on the skill. Mediocre makes it impossible to roll +4, Poor +3, Terrible +2, and Abysmal +1. Good makes it impossible to roll -4, Great -3, Superb -2, and Legendary -1. It is a nice, clean, easy to remember system that puts on a big impact, while still allowing specialties and such. The obvious question becomes again how to factor in scale. Mass scale is already taken care of(It has no effect on skills directly, but it is a bonus on certain strength checks, and in combat gives ODF and DDF), Speed scale is a bit trickier. Best method is just to plug it into the same system as everything else, and keep it limited. After all, do you ever really need Agility Scale 2?
As for your method of avoiding scale through character development. That is basically exactly how scale works, all you are doing is changing where the extra math is plugged in. Which might well be a good idea, as it probably would simplify things. |
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J.Tim Fudge Forum Member
Joined: 30 Mar 2006 Posts: 103
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Posted: Tue Dec 15, 2009 8:18 am Post subject: Re: attributes, skills, and scale |
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| punkbohemian wrote: | Attributes are a measure of a character's maximum potential, and therefore the maximum level they can raise a skill...
cut
... being smarter doesn't mean you're a better Physicist if you don't have the training.
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I agree with Knight. Intelligence is incredibly hard to judge using Scale (which for me, means the strength/mass and speed scales). But I wouldn't discount it entirely (for example, a person can have Reasoning and Perception as attributes, or Reasoning as an attribute and Perception as a skill you can train).
You can have a logical connection, as Tarag the half-org (note to readers, this repeats my reply on the fudgecommunity): Tarag's low intelligence means learning skills cost twice as much skill levels (see the cost of skills in objective character creation).
But then Tarag has trained to incredible levels of combat skills. That high skill level the GM can use as a bonus to related things (Tarag wants to know if the sword he buys is a good one, so the GM may give him a +1 on a "identify" type skill) but might be at a loss when bargaining (the low intelligence means he gets cheated). See Fudge for applying a bonus for a high trait to another related trait and other modifiers.
Tarag's huge mass (or incredible strength if he were a superhero and had human Mass Scale 0 but Strength Scale 3) wouldn't help his intelligence. Or looked at another way, a physicist can have Legendary Reasoning skills but have Terrible mathematic skills. I actually saw that once.
For me, using a scale of intelligence is more for setting material. You can pretend there is a galactic norm -- the concept of pamspermia creates an area of space where everyone is humanoid therefore it is a Fault to have one arm, where you can say the Tarag race are Poor intelligence compared to other races.
This also helps when you whip Scale around for your race to 0 and you are all 25mm (about the height of a quarter) and maybe a superhero could lift a safteypin to fight the tarantula (brrr).
Or you play intelligent dogs (Great Reasoning compared to "normal" dogs, see Fudge). [Or even more complex: you are the human explorers and get to the plant that appears to have really smart dogs. But are they "sentient like us"?]
Note that if you think a Superb Reasoning/Intelligence/Perception type trait could help, you should use the bonus as described above I think but maybe that Superb physisic has a learning difficulty (a Fault) for mathematics and can only think abstractly?
-J.Tim |
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punkbohemian Fudge Forum Member
Joined: 11 Dec 2009 Posts: 5
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Posted: Wed Dec 16, 2009 8:49 pm Post subject: |
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First, thanks for the tips. I've been thinking a lot about this aspect of my Fudge variant.
| Quote: | | OK, first things first. Mental attribute scales are a really, really bad idea. |
I doubt I would scale mental attributes. Sentient life is sentient life. I just used it for the example because it made for an easy example for me to explain. I do see it happening with physical attributes, though. Sizes for character races are going to range from ~3' tall goblins to larger than human beastmen.
| Quote: | | Secondly, what about Savants and similar? |
I'm going to have a Gift to cover this.
What I'm wondering now is should I basically treat a +1 Scale modifier as a +1 to an attribute like strength? And, it stands to reason that the little goblin will have an easier time dodging attacks against a large 7' tall beast man. Would it be too drastic if scale was transposed directly into shifts for an evasion type skill? In other words, a one scale-size smaller than average would be a +1 to Evasion. |
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Knaight Fudge Forum Member

Joined: 19 Aug 2007 Posts: 439 Location: Ft. Collins CO, USA
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Posted: Wed Dec 16, 2009 10:56 pm Post subject: |
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The issue is that that negates the bonus from scale due to how relative degree is used. Plus, smaller people are often much easier to hit, stepping backwards gets them less distance, they have more trouble menacing you with weapons to keep you back, and sheer strength can give you an edge. If shifts are wide enough, it could work however.
As for mental attributes, I would probably just use a cost double or similar. Well, I probably just wouldn't use them, but in the event that I had no good way to get rid of them that would be the preferred method.
On a less important note, the forum name is Knaight, not Knight. Pet peeve of mine, and a dumb one at that. |
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TarnishedArmour Fudge Forum Member
Joined: 17 Apr 2010 Posts: 44
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Posted: Wed Apr 21, 2010 12:35 pm Post subject: |
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Not to be too much of a forum necromancer, but I don't see the ened to start a new post everytime either... anyhow.
I totally agree with completely removing any sort of mental attribute that could be sued to denote character intelligence or problem solving. I can't count the number of times I've had a player complain that "their character would have been smart enough to figure 'that' out". It agrivates me to no end, those particular things should be a part of the role playing experience. If I simply wanted my characters to be able to roll dice to tyr and figure something out I would have gotten into MMOs (which I try to avoid).
I even have gone so far as to rewrite the Eidetic Memory to require the player to have taken the information down as a note. That way I'm not responsible for deciding if the character has remembered something or not (both reducing my load as a GM, and putting resposability for certain things on the players).
On the issue of scale, when dealing with special operations military forces I was originally going to use it, but in reverse, with normal people being on the scale of zero (0) and the players and similar characters being at a plus one (+1) for certain attributes. I'm still nto opposed to the ides, but I have so far decided to simply grant an overall trait level boost to attributes for players. While I'm not aiming for an overly cinematic game play experience (or maybe I am and don't yet know it) operators do tend to be more superior in their abbilities than the general populace. I've even capped certain attributes with a minimumfor trading as I can't see someone passing selection and training without at least a certain level of some attributes, not for characters as a whole, but rather just for primary characters. _________________ If a Hero's armour is still shining he either has never used it or spends too much time polishing it. Armour is intended to be used and a Hero's worth should be measured in his armour's scars and dents as well as his own. |
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man112 Fudge Forum Member
Joined: 14 Jun 2010 Posts: 3
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Posted: Wed Jun 16, 2010 7:13 am Post subject: new fudge player |
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| i am a new fudge player and i am wondering : is it possible to play fudge on a forum like this one? |
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TarnishedArmour Fudge Forum Member
Joined: 17 Apr 2010 Posts: 44
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Posted: Wed Jun 16, 2010 1:15 pm Post subject: |
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I think it could be quite possible, the only ocmplication, as with any long-distance roleplaying, is die rolls,a nd trusting results between players and Game Masters. _________________ If a Hero's armour is still shining he either has never used it or spends too much time polishing it. Armour is intended to be used and a Hero's worth should be measured in his armour's scars and dents as well as his own. |
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Knaight Fudge Forum Member

Joined: 19 Aug 2007 Posts: 439 Location: Ft. Collins CO, USA
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Posted: Wed Jun 16, 2010 2:07 pm Post subject: |
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| Some forums have dice rollers built in, and the Fudge Chat does as well. If it absolutely has to be play by post, just keep the group on the smaller side. I've been considering GMing one here for a while myself. |
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