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[FAST] Version Zero PLaytest discussion
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grubman
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PostPosted: Thu Mar 30, 2006 5:24 pm    Post subject: [FAST] Version Zero PLaytest discussion Reply with quote

Hope this thread doesn't bother anyone here. I figured this would be an excellent place for the people who have volunteered to playtest to voice opinions and bounce ideas off of each other.

This thread may very well decide if the game gains any momentum...or withers away into the void. Smile

The V0 playtest version just went out today (Thursday 3-30-06) so it may be a while before anyone has anything to say.
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Capybara
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PostPosted: Thu Mar 30, 2006 5:44 pm    Post subject: Reply with quote

It looks good so far. Expect more commentary soon.
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Daermon
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PostPosted: Thu Mar 30, 2006 7:37 pm    Post subject: Reply with quote

If it's not too late, I'd like to take a look at it.
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grubman
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PostPosted: Thu Mar 30, 2006 8:06 pm    Post subject: Reply with quote

Daermon wrote:
If it's not too late, I'd like to take a look at it.


Anyone who is interested should send me a PM with an eMail adress. I'll put together another mailing by Sunday morning.
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mitchw
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PostPosted: Thu Mar 30, 2006 9:42 pm    Post subject: Reply with quote

Ok, I have started looking at it. Looks good so far. Laughing OK enough of the kissing up Laughing here come the nits..... in which I just throw out some random thoughts that occurred as I looked it over.

I like to do this after having done a 'quick' look because if the answers to any of these questions ARE in the text, they did not jump out at me and you might want to know that. Cool
---------------------------------------------------------------------

-You seem to have a cross up between superhuman and supernormal. They seem be used to mean the same thing.

-Do you want to put the adjective after the attribute or before? (I guess that could be a poll question. [Strength Good (+1) or Good Strength (+1)]

-Have you considered shifting the range up from -3/+3 to 1/7. That moves the median from 0 up to 4 but gets rid of some of the negative numbers. It would require you to re-stat weapons and armor but less negative numbers works faster in my experience.

-In another game that you and I know Embarassed there has been talk of combining Swimming, Throwing, and Climbing into Athletics. Did you consider that?

-For the morale test on extras that are lead by a star is a willpower/charisma roll really enough or should they have to use Intimidate and/or a new skill called Leadership(willpower)?

-Also in the morale test rules, what is a 'superior' level of willpower/charisma? Higher than the extras? Greater than 0?

-In basic Fudge with 6 stats you would get +3 bonus levels. Did you reduce this to +1 to keep the starting levels lower and leave plenty of room to grow?

-On page 14 under reward for every level you have this "Alternately the character can raise 1 Skill that is at Level Superb (+3) to Level Superb (+4)". Should Superb(+4) be Legendary(+4) or are you just going on up the ladder with Superb?

-Does Strength affect the Attack or Damage rolls or is it just factored into the weapon (min strength for weapon use).
------------------------------------------------------

So, ya had enough??? Wait until I really get going. Laughing

Mitch
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ExaltedMouse
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PostPosted: Fri Mar 31, 2006 1:30 am    Post subject: Reply with quote

I've just done a first reading... and I like it a lot.

The rules reminds me of that other game that you and me know, but in my humble opinion, FAST eliminates some of the problems that I have with that other game that I love.

A small thing... You thought about calling it Grudge, didn't you ? Because if not I cannot explain why you do call it Grudge in page 5 Very Happy

Another small nitpick, in page 7's sidebar when you speak of alternate dice, you say to find something square (2D) and it should be something cubic (3D) Wink

That apart, and commenting on mitchw's comment I like negative numbers Wink My IT-guy inner self adores the -3/+3 (or in general -X/+X) avec its nice median of 0.

I prefer adjetive after atribute, I find it a lot simple. When I play, I like to find quickly the ability, and my eyes and mind are trained to find it at left, not after the value. So I would like Strength Good (+1) and not Good Strength (+1)

Another vote for athletics, it seems faster, more furious and more fun... (ooops, wrong promotional speech Very Happy)

More comments soon, after work Smile
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Mysfyt
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PostPosted: Fri Mar 31, 2006 5:22 am    Post subject: Reply with quote

is it still too late to join in on this? I am an ex-SW GM. I'm interested to see how you blend the customizability of Fudge and the quickness of SW. I would love to help with this project!

sent you a pm

Thnx Very Happy
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grubman
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PostPosted: Fri Mar 31, 2006 5:53 am    Post subject: Reply with quote

mitchw wrote:


-You seem to have a cross up between superhuman and supernormal. They seem be used to mean the same thing.

Typos, I had a fealing I would miss a few Smile...It's suposed to be Supernormal.

mitchw wrote:

-Do you want to put the adjective after the attribute or before? (I guess that could be a poll question. [Strength Good (+1) or Good Strength (+1)]


Well, I like after. It's more "traditionsal" and I'm tryiong to keep things as traditional as possible. Which also explains the choice of Attribute scores Wink

mitchw wrote:

-Have you considered shifting the range up from -3/+3 to 1/7. That moves the median from 0 up to 4 but gets rid of some of the negative numbers. It would require you to re-stat weapons and armor but less negative numbers works faster in my experience.


No, I had never thought of it...but now that you mention it I'm going to put some serious thought into it. I ran some combats with the "full" rules, and had a slightly disapointing result. While things were pretty fast, the players did seem to have a disproportionately tough time with negatives and math. The main area of problems was when modifiers crossed a number/roll from the negative into the positive (oth the other way). Another problem was trying to add a positive modifier to a negative score and then a negative 4DF roll.

mitchw wrote:

-In another game that you and I know Embarassed there has been talk of combining Swimming, Throwing, and Climbing into Athletics. Did you consider that?


I'm not sure what game you are talking abotu to be honest, but I'll take a guess Wink. No, I had not considered it. The skill list seems concise enough to me, and the three skills seem comfortably different. Especially when you consider some of the inherent role playing implications. Having a guy who is a terrible swimmer is a plot tool for a GM.

mitchw wrote:

-For the morale test on extras that are lead by a star is a willpower/charisma roll really enough or should they have to use Intimidate and/or a new skill called Leadership(willpower)?


worth considering. Hopefully more playtesting of the morale rules will indicate if it needs a fix. Perhaps a "Motivation" Gift might do the trick?

mitchw wrote:

-Also in the morale test rules, what is a 'superior' level of willpower/charisma? Higher than the extras? Greater than 0?

mitchw wrote:

-In basic Fudge with 6 stats you would get +3 bonus levels. Did you reduce this to +1 to keep the starting levels lower and leave plenty of room to grow?


Yes, although I've been considering changing it. More thoughts?

mitchw wrote:

-On page 14 under reward for every level you have this "Alternately the character can raise 1 Skill that is at Level Superb (+3) to Level Superb (+4)". Should Superb(+4) be Legendary(+4) or are you just going on up the ladder with Superb?



Yes, I'm sticking with the standard 7 (although I changed Fair to average because...well, it just makes more sense) just to keep things simple. Anything over +3 isd just a higher level of Superb. Honestly, being a little more grainy that Fudge, the numbers are probably more important than the word.

[quote="mitchw"]
-Does Strength affect the Attack or Damage rolls or is it just factored into the weapon (min strength for weapon use).
------------------------------------------------------
mitchw wrote:


Strength is the linked attribute for the Melee Weapons skill. That is the indirect effect it has on Damage. Not realistic, but I felt it kept the rules as tight and streamlined as possible. I couldn't see any way to link strength to damage without creating a system within a system, and that is something I'm desperately trying to avoid. I want nearly everything to be handles the same.

So, ya had enough??? Wait until I really get going. Laughing

Mitch


No, I'm not suffereing from egomania Smile It's the first copy of playtest rules...I know it is likely to be full of holes that need to be patched.
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grubman
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PostPosted: Fri Mar 31, 2006 6:02 am    Post subject: Reply with quote

ExaltedMouse wrote:
The rules reminds me of that other game that you and me know, but in my humble opinion, FAST eliminates some of the problems that I have with that other game that I love.

And probably adds a slew of new ones Smile. A few sessions at the tabe will be the real determination.

ExaltedMouse wrote:

A small thing... You thought about calling it Grudge, didn't you ? Because if not I cannot explain why you do call it Grudge in page 5 Very Happy

Ah, mised one or two huh Smile Yes it had a number of working titles before it became FAST. Grudge was actually the second, which was a combination of Grubman and Fudge. The first name was (honestly, but it was only a working title) DUNG (Daves Universal Nifty Game). Mip was a Dung beetle in that version. I nixed the name before I got so far that I had to keep it Smile.

ExaltedMouse wrote:

Another small nitpick, in page 7's sidebar when you speak of alternate dice, you say to find something square (2D) and it should be something
cubic (3D) Wink


Shocked here I am amazed at my players problems with math and I'm failing geometry!

ExaltedMouse wrote:

That apart, and commenting on mitchw's comment I like negative numbers Wink My IT-guy inner self adores the -3/+3 (or in general -X/+X) avec its nice median of 0.


I'll have to see what playtests go like with different groups. This is a very good area to focus some effort on. I'm already liking the idea or a scale change alteady, just because it'll make the math faster, and eliminate the main pronblem my first official playtest had.

ExaltedMouse wrote:

I prefer adjetive after atribute, I find it a lot simple. When I play, I like to find quickly the ability, and my eyes and mind are trained to find it at left, not after the value. So I would like Strength Good (+1) and not Good Strength (+1)

ExaltedMouse wrote:

Another vote for athletics, it seems faster, more furious and more fun... (ooops, wrong promotional speech Very Happy)

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mitchw
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PostPosted: Fri Mar 31, 2006 7:16 am    Post subject: Reply with quote

grubman wrote:
ExaltedMouse wrote:

That apart, and commenting on mitchw's comment I like negative numbers Wink My IT-guy inner self adores the -3/+3 (or in general -X/+X) avec its nice median of 0.


I'll have to see what playtests go like with different groups. This is a very good area to focus some effort on. I'm already liking the idea or a scale change alteady, just because it'll make the math faster, and eliminate the main pronblem my first official playtest had.


Well here's my humble justification for using the shifted ladder:
Fudge Plus Four http://www.fudgefactor.org/2003/01/01/fudge_plus_four.html

Mitch
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rstehwien
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PostPosted: Fri Mar 31, 2006 10:05 am    Post subject: Reply with quote

grubman wrote:

mitchw wrote:

-In another game that you and I know Embarassed there has been talk of combining Swimming, Throwing, and Climbing into Athletics. Did you consider that?


I'm not sure what game you are talking abotu to be honest, but I'll take a guess Wink. No, I had not considered it. The skill list seems concise enough to me, and the three skills seem comfortably different. Especially when you consider some of the inherent role playing implications. Having a guy who is a terrible swimmer is a plot tool for a GM.

Compared to Piloting, Melee Weapons, and other such broad skills the Climbing and Swimming skills are fairly .... blah. Sure there are inherent role plaing implications for separate skills, but there are implications on only knowing how to use a sword and not a quarterstaff when you find the quarterstaff of undead asswhoppin right before the climatic battle. I for one prefer a more uniform level of broadness in skills so would vote for an Athletics skill that at least covered Swimming and Climbing (and probably running and jumping as well). Throwing I'd put into missle weapons though.

I also noticed a lack of skills to cover tumbling, tight-rope walking, etc. To cover that I'd have an Acrobatics skill. Giving two skills to cover physical activity

Athletics (Strength) - Covering Climbing, Swimming, Running, Jumping, and sports that rely on Strength and Constitution.

Acrobatics (Dexterity) - Covering Tumbling, Tight-rope walking, and sports that rely on agility. I'd also allow this to be used as a general "dodge" skill.
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rstehwien
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PostPosted: Fri Mar 31, 2006 10:25 am    Post subject: Reply with quote

mitchw wrote:
grubman wrote:
ExaltedMouse wrote:

That apart, and commenting on mitchw's comment I like negative numbers Wink My IT-guy inner self adores the -3/+3 (or in general -X/+X) avec its nice median of 0.


I'll have to see what playtests go like with different groups. This is a very good area to focus some effort on. I'm already liking the idea or a scale change alteady, just because it'll make the math faster, and eliminate the main pronblem my first official playtest had.


Well here's my humble justification for using the shifted ladder:
Fudge Plus Four http://www.fudgefactor.org/2003/01/01/fudge_plus_four.html

Mitch


Good article and justification for not using negative numbers. Most normal people I know (since I'm a programmer I know many abnormal people) thing in positive numbers and rarely consider negative numbers. After all you can't have a negative number of M&Ms in a bag so negative numbers are only useful as abstract concepts - even accountants removed the odd concept of having negative money by having positive debit that may be bigger than your also positive credit.

To my mathmatically trained mind there is a nice symmetry with the range of attributes and FUDGE dice results, but normal folks just don't think in negative numbers.

The two suggestions I've seen most often when introducing FUDGE to gamers and non-gamers over the last 7 years are:
* "Get rid of the negative numbers, they are confusing"

* "Get rid of the adjectives since I have to use numbers anyway" This is a heritical thought to the FUDGE community but I've had the request numerous times. Many have found it odd to have to move up and down the adjective chart or do some math (with freaky negative numbers) just to look up an adjective that has little meaning to them until they memorize the chart (Is Fair better than Mediocre and is Superb better than Great?). Just about everyone understands that 5 is better than 4, almost everyone in the US culture is trained to think on a 10 point scale (on a scale of 1 to 10, I'd give her a 9), and at worst you only need to say "higher numbers are better". For most of my FUDGE games, I use a scale of 0 to 10 (0 means you don't have it all and 10 is the best you will ever be expected to compete with).
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ravenx99
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PostPosted: Fri Mar 31, 2006 11:19 am    Post subject: Reply with quote

rstehwien wrote:

* "Get rid of the adjectives since I have to use numbers anyway" This is a heritical thought to the FUDGE community but I've had the request numerous times.


I've played Fudge for over ten years, and I've found that the adjectives have been the biggest obstacle to improving the system... because a long string of adjectives is difficult to memorize, there's pressure to not create a, say, 12 or 14 level range for human ability (which fixes a lot of my issues with the -4 to +4 spread of Fudge Dice). Or the pressure to keep the adjectives results in inelegant contortions of half-levels and other odd stuff to keep track of in order to keep the adjectives and still get a 14 or 21 -level spread. (The "thirds" system.)

Ten years, and I still have to think for more than a second to remember the difference between Mediocre and Great. In fact, I count it on my fingers half the time... "Mediocre... Fair, Good, Great. 3". I'm about ready to abandon adjectives altogether, even though I think it is one of the neatest parts of the system. It's nice to say "I'm a Superb swordsman." But in superheroes, it gets really awkward to say, "I have Poor Super strength." Switching to numbers made my superhero game run more smoothly in that area.
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mitchw
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PostPosted: Fri Mar 31, 2006 1:59 pm    Post subject: Reply with quote

OK, here is my notes from my 2nd readthrough:

• TL makes me think of Tech Level not Target Level
• Page 7 – Wounds – Wound range from 7 – 12 should be 6 – 12 (9-3 = 6, 9+3=12)
• Page 9 – The "sample character Duncan’s Attributes" are incorrectly calculate and don’t match the sample character on page 11
• Page 21 – Educated gift – Should the 10 extra skill points be limited to Knowledge Skills? 10 general points seem like a lot. (base fudge 1 gift = 6 skill levels)
• Page 22 – Martial Arts – Should having Martial Arts negate the +2 bonus opponents get for attacking you when you are unarmed?
• Page 22 – Mighty Blow - +4 damage seems like a lot with no relation between how well the attack succeeds and how much damage is inflicted.
• Page 22 – Mounted Combat – Should the words “the character gains a +1 to hit and damage” be “the character gains the +1 advantageous position to hit (page 54) and a +1 to damage.” When I first read it I though this advantage combined with advantageous position to give a +2 to hit.
• Page 22 – Multiple Shot – Seems over powerful. Maybe if the -1 applies to both shots it would be more balanced.
• Page 23 – Steady Hands – It’s used for more than just hand work. How about just “Steady” or “Sure Footed”?
• Page 23 – Sweep – Another powerful attack. Should it suffer a -2 for really doing ‘multiple attacks’ even though you only roll once?
• Page 23 – Two Weapon Fighting – Most of the text from page 55 should be here for completeness.
• You don’t have a Guts type skill in the skill list. Would that just be a morale roll?
• Page 28 – 2nd paragraph – “poser” should be “power”.
• Spell categories being ‘gifts’ is going to keep magic a little limed. Is that what you intended?
• Page 30 – Example Two – The ‘major change’ modifier should be +3 not +4.
• In the weapon section some weapons do ‘stun only’. How is stun tracked differently than normal wounds?
• Should ‘missile weapons’ be ‘ranged weapons’? Most people don’t consider guns to be ‘missile’ weapons.
• Page 43 – second column, first paragraph – Great(+1) should be Good(+1) or Great (+2)
• Page 46 – Wounds - Wound range from 5 – 12 should be 6 – 12 (9-3 = 6, 9+3=12)
• I am unclear on how attack rolls and damage rolls are kept separate. With a separate damage roll will a dagger not do damage on any damage roll < 0? Maybe a couple of charts, one that shows a collected list of attack modifiers and one that shows a collected list of damage modifiers. Also to keep the terms unique I suggest Attack Modifiers vs. Defense Modifiers and Damage Modifiers vs. Resistance Modifiers.
• Page 51 – the 2nd bold paragraph begins “If a target is hit,” – I don’t know what this is trying to tell me.
• Page 52 – Initiative – What do we do about ties in initiative?
• Do we need a ‘prone’ modifier in the missile and melee phases?
• Page 54 – Unarmed Opponent – Should having ‘martial arts’ negate this bonus?

Mitch
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grubman
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PostPosted: Fri Mar 31, 2006 3:51 pm    Post subject: Reply with quote

OK...

It's official, I've dropped the negative numbers. I ran a little test and found that it totally solved the problem. The scale runs 1-7. I hope to have a revised edition ready by Sunday. It's no big deal really, Average is now 4, just add or subtract the original number and you have the new number.

The adjectives will remain. First, it links the game to Fudge, second It will be helpfull for new gamers and at cons and pick up games. I agree that the number is more important (which is why I include it every time as opposed to just the adjectives) but I want it to be particularily user friendly and I think it adds just a little flavor.

I've been going through fixing a few typos and bits. Most odd modifiers are being rounded up or down so most modifiers will be +/- 1,2,4. Easier to remember and make up on the fly.

I'll print up your notes Mitch and look at them all in turn.

To peoiple who are sending me their eMail adresses I'm not ignoring you, they just all came in awfull fast. I'll send out version 0.1 as soon as it's done to everyone (hopefully by Sunday).
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