While baseline Fudge can be run as-is, most Fudge GMs tweak Fudge for their own particular tastes or campaign needs before running a game; heck, Fate started out as a Fudge tweak. As so, as I’m gearing up to run Potterfudge (my upcoming Fudge game set in the world of Harry Potter), I’m putting together all the tweaks I want to use for the game. As it sits the characters will have three attributes – Body, Mind, and Spirit – and will have access to a More Capable/Less Capable gift/fault, which would allow for the definition of sub-attributes. So a character with a Fair Body rating and the More Capable (Running) gift would make rolls as if their Body rating were Good if running were involved. In addition, each of the “classes” of magic (Charms, Divination, Herbology, etc.) in the Potterverse are a separate skill. Finally, Advantage (ignoring one or more “-” results on rolls) and Disadvantage (ignoring one or more “+” results on rolls) will be used. Oh! There is one level beyond the standard Fudge adjective ladder at the top: Brilliant. But it’s not available during character creation. Magical combat is going to be an opposed test of magical skills. So if Maurice Manswallow – a notorious dark wizard – casts the Crucio curse on Arthur McGillicutty, and Arthur plans to change into a small bird to flit around and dodge the curse, that would be an opposed test of Maurice’s Curses skill vs. Arthur’s Transfiguration skill. I’m thinking that in order for magic to happen, a minimum result must be achieved on the skill roll. I’m currently thinking Mediocre, but I might waffle. So, continuing the above example, if Maurice rolled a Poor or Terrible on his Curses skill roll, the spell wouldn’t even go off; there’s a brief flash of green light and a smoky fizzle from his wand, but no Crucio In this game, I want to implement a Savage Worlds like system for damage. So I’m thinking if a magical attack succeeds by only one level (i.e. Maurice rolled Great on his Crucio and Arthur rolled Good on his Transfiguration) then the defender is “shaken”: he or she gains a level of Disadvantage for the next round. Yes, this means that if Arthur were fighting two dark wizards, and they both beat him by one level, he’d get two levels of Disadvantage for the next round. For each two full levels that the magical attacker beats the magical defender in the opposed test, the defender takes a “wound” (which will be discussed in a later post when I cover combat and wounds). Magical combat is a very effects-based construct; so while Maurice’s Crucio curse would actually cause straight-up wounds, if the second dark wizard (mentioned above) was attacking Arthur with a Wingardium Leviosa Charm (by raising him into the air and letting him drop), Arthur would fly up into the air and the “wound” would be the effect of him slamming back into the ground (assuming the other dark wizard beat Arthur by at least two levels). In the case of non-wound effects – like say Arthur wanted to use his Transfiguration skill to turn Maurice into a toad – the one-level “shaken” would still apply, but any success of two levels or above would not do “wounds”; it would just do what it was supposed to do. I guess what I’m saying is that in addition to requiring a minimum level in a magical duel, you must beat your opponent by at least two levels for your attack to have full effectiveness. I think this will capture the feel of the magical duels in the movies; they’re very pulpy and “ha ha! have at you, foe!” affairs. Very few of them are “D&D fireball” deadly. Man, this is what I love about Fudge. It’s an armchair game designer’s/system hacker GM’s dream. …and I haven’t been this excited to run a game in a long time, heh.