Discussion:
Successful and Unsuccessful 'Fudge Factors' in RPGs (Long)
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Simon Smith
2006-11-17 18:20:28 UTC
Permalink
The recent interesting discussion on fudge factors with ref to Deadlands and
other systems inspired me to write a summary of the fudge factors used in a
variety of games, trying to identify what makes them work exceptionally well
(D20 superheroes is the best I'm aware of) or exceptionally badly (2nd
Edition D6 Star Wars takes the prize here).

Can anyone recommend or warn against any other systems with particularly
good, bad, or different factor systems? I think I have covered most of the
spectrum here, but would be interested if there are any other 'takes' I'm
not aware of.


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Successful and Unsuccessful 'Fudge Factors' in RPGs

Star Wars Edition I

1. Force points

SUMMARY: Mostly successful.

DESCRIPTION: All characters start at one Force point. When spent, a Force
point doubles all skills and attributes for a short period. Depending on how
the Force points is spent the character will receive 0, 1 or 2 Force points
back. Spent selfishly, to save one's skin, the Force point is lost. Spent
heriocally, to save or help others, the Force point is returned. Spent
heroically at the climax of an adventure, two Force points are returned.

In the short term, it works very well. Characters build up to 2 or 3 Force
points and become reliably heroic. Longer term, characters can gradually
build up to 5, 6 or more Force points, at by this level scenario balance can
be a major problem. A party of PCs with 3-5 Force points apiece could have
20 between them, and one Force point spent at the right time can be
decisive. Occasionally characters' Force point total will drop back a point
or two, but the long-term trend is upwards. The more spectacular the game,
the steeper the growth curve. A relatively grim campaign style can keep
things under control, but it is a struggle.

GAMING THE SYSTEM: The system can be gamed by characters accepting poor
rolls and letting themselves get hurt - which then gives other characters
the chance to heroically rescue them. And everyone spends Force points at
the climax of the scenario, which will usually result in extra Force points
accruing.

FIX: As long as characters can be kept at around 2 Force points (sometimes
dipping to 1, sometimes rising to 3) the system stays on a more or less even
keel. Further ideas for a reliable mechanism for keeping characters within
this range would be welcomed.


Star Wars Edition II

2. Force points

SUMMARY: Mostly successful.

DESCRIPTION: Uses pretty much the same mechanics as for Edition I.
Unfortunately, even the Force point mechanics taken in isolation are still
more-or-less OK, they are poisoned by the character point mechanic described
below.

FIX: As above, more or less.

3. Character points

SUMMARY: One of the worst implementations of a fudge factor I've seen.

DESCRIPTION: A character point can be spent to add a modest boost of 1D to a
character's skill. As up to five character points can be spent at a time, at
low skill codes they can be more effective than Force points. However,
character points spent like this are permanently expended. As a side-effects
of this rule means characters with high strength codes and body armour gain
a big advantage, because character points can be spent to boost one's
Strength to resist incoming damage. A low-strength character may have to
spend the full five character points to help him survive combat damage; a
high strength chasracter may get away with only spending a point or two. The
unintended consequence is that being injured costs you XP, and the weaker
you are, the more XP it costs you. Bounty Hunters and Wookiees thrive under
the new rules, but high Knowledge characters - who usually have low Strength
and low Dexterity - can barely risk getting in to combat at all.

[It seems that these character point rules were an attempt to lift the
Possibilities rules from Torg (where they did seem to fit at least a little
bit better) and apply them to Star Wars. To compound the problem, a 'wild
die' mechanic was lifted from the GhostBusters RPG (really!) and imported as
well. I know of no group that actually used the Wild Die rules - they gave a
1 in 6 chance of a roll-up, and a 1 in 6 chance of a character losing 2D off
their skill. This would have made even quite experienced characters wildly
erratic, and it intruded in the game far too frequently to be acceptable.
There was a better than evens chance it would occur in every combat attack
(with four rolls for each attack - to-hit, dodge, damage and strength, the
odds are at least one of them would have been affected.]

FIX: Definitely don't use the wild die, which compounded the problems. If
you used the character points rules, use similar mechanics to the Force
rules for replacing spent character points so that characters usually broke
even when they spent them. This at least meant the GM could reward heroic
play, rather than sitting back and let the system penalise it. If a
workaround is required for the fact that character points are more effective
at boosting low skills than Force points, the best I could come up with was
an alternative Force point mechanic that added 6D to each skill and 3D to
each attribute, rather than doubling them.


Torg

4. Possibilities

SUMMARY: Eccentric and came be gamed, but seem to fit the system.

DESCRIPTION: The Swiss army knife of fudge factors. A wide variety of
different uses, but all reasonably well factored-in to the game. A
particularly nice feature was that the rules explicitly explained how the
characters' point totals were supposed to fluctuate over the course of a
scenario. Charcters were expected to start on about 10 points, spend about
four points per episode, and get two returned, which would result in a
gradual drop to about 4-6 Possibilities by the final encounter. After the
final enounter, the scenario reward was supposed to give a net gain of about
6 points. If you followed those guidelines I think the system would work
quite well, and at least the designer had made a point of explaining how the
system is supposed to work.

GAMING THE SYSTEM: AS has already been pointed out, you just spend less
Possibilities than expected during the scenario and your ending XPs will be
proportionally increased.

FIX: Again, Torg is a heroic game, so if you rig things so that standard
uses just make the character break even, and only unselfish or heroic uses
are profitable, you can skew things in the favour of characters who play in
the spirit of the rules system rather than trying to game it. Unfortunately,
because of the way characters' Possibility budgets are supposed to work, I
don't believe this can be a complete solution.


EarthDawn

5. Karma

SUMMARY: Work well as 'die or die points', work poorly if at all as 'save
the character's skin points'.

DESCRIPTION: Karma points can be bought at a cost of 5-10 XPs each up to a
maximum of 40-100 or so. Buying a rank 1 skill costs 100 XPs, buying a skill
from rank 3 to 4 costs 500, rank 7-8 2100, 14-15 20000 ish), so they're
comparatively cheap. As fudge factors, though, they're rather limited. They
must be used to power certain abilities, they give about a 20-60% skill
boost (depending partly on skill level and race) to a low level character
and as little as a 10%-30% boost to a high level character. They can't
easily be used defensively. They typically add a small but worthwhile boost
to a character's main skills, which are usually offensive. So they tend to
be a bit do or die. They can only save you by helping you take down your
opponent before he gets you. So they work better as 'extra heroic effort
points' than 'save the hero's skin points'. Personally I think I'd prefer it
if they were more useful in defence.

GAMING THE SYSTEM: A character who spends Karma points like water is about
10% more effective on avaerage than a character who spends them
conservatively. Thats means he'll face deadlier opponents, which means a
slightly greater risk of failure, but slightly bigger rewards. Excluding the
highest Karma race, and certain magical monsters, I think the overall
difference in power level between low and high levels of Karma usage are
more 'flavour' than critical or unbalancing. My main gripe is that the Karma
rules /could/ have been used as a worthwhile defensive fudge factor as well,
but I think that's more a missed opportunity than a flaw in the rules.

FIX: None, really. Some rules tinkering would be required to make better
defensive useages of Karma possible.


James Bond

6. Hero points and Survival points

SUMMARY: Work very well for the system, and possibly good enough to be worth
stealing for elsewhere.

DESCRIPTION: Heros have Hero points, which can be used offensively or
defensively, villains have Survival points which can only be used
defensively. A Survival point can be used to cancel out a hero point.

This is an excellent way of preventing the system from escalating, works
well, and fits the genre.

The main problem is that characters only get Hero points when they get a
critical success on a skill roll, and for starting PCs the rate at
which critical successes occur is just too low. Thus there is always a
chronic shortage of hero points for all characters except the for the likes
of James Bond, who just about breaks even.

GAMING THE SYSTEM: Given the low probability of the required critical
successes, even assiduously gaming the system makes little practical
difference.

FIX: Increase the rate at which Hero points can be earned, but then you
would probably also have to put a maximum cap so that the James Bonds didn't
end up with ridiculous numbers of Hero points.


D20 Superheroes, second edition

7. Hero points

SUMMARY: Excellent implementation, works well for the system, and good
enough to be worth stealing for elsewhere, particularly other heroic and
superheroic genres.

DESCRIPTION: NB There were two versions of this, and I am only familiar with
the mechanics of the second edition. Basically, all characters start the
session at one hero point. You gain additional hero points by allowing bad
stuff to happen to you early on in the scenario. Or you can spend hero
points to prevent bad stuff from happening.

GAMING THE SYSTEM: The rules, very cleverly, rely on players gaming them.
Characters allows themselves to get beaten up and otherwise take reverses
during the early part of the scenario. As they do so they accumulate hero
points. That means at the end of the scenario they can heroically overcome
the odds and kick villain butt. This fits beautifully with the to-and-fro
nature of comic-book combat. With this refinement, the D20 Supers system
gained one of the best fudge factor systems I've ever heard of.

FIX: This /was/ the fix for the first edition rules, where I believe
characters just started each scenario with a fixed number of hero points
which they could spend as they pleased throughout the scenario - which
meant in practice they'd tend to get used in pretty much the opposite way to
what the GM (or his villains) were likely to want. The corrected rules seem
to do a superb job of making it in the players' interests to follow the plot
of the scenario, even at the expense of a few lumps on the way.


DC Heroes

8. Hero points

SUMMARY: Bland implementation, configurable genre conventions determine how
great a fudge is possible, but inflationary if abused.

DESCRIPTION: Heroes keep 100 or so XPs back at the end of each adventure to
spend as fudges during the comming adventure. Spend them at every
opportunity and you can use them up at an alarming rate (5-10 at a time),
but it can make your character half again as powerful. This can have the
same adverse effects (increasingly powerful opposition, to 'challenge you'),
as in EarthDawn.

FIX: Don't really know. This fudge factor system does fit the game, but it's
rather bland. Other than a reminder to try to avoid XP inflation, there's
not much more to be said.


------

Simon Smith
--
The grass is not, in fact, always greener on the other side of the fence.
Fences have nothing to do with it. The grass is greenest where it is
watered. When crossing over fences, carry water with you and tend the grass
wherever you may be." - Robert Fulghum
George W Harris
2006-11-17 18:55:00 UTC
Permalink
On Fri, 17 Nov 2006 18:20:28 GMT, Simon Smith
<***@zen.co.uk> wrote:

:Star Wars Edition I
:
:1. Force points
:
:SUMMARY: Mostly successful.
:
{snip}
:
:GAMING THE SYSTEM: The system can be gamed by characters accepting poor
:rolls and letting themselves get hurt - which then gives other characters
:the chance to heroically rescue them. And everyone spends Force points at
:the climax of the scenario, which will usually result in extra Force points
:accruing.
:
:FIX: As long as characters can be kept at around 2 Force points (sometimes
:dipping to 1, sometimes rising to 3) the system stays on a more or less even
:keel. Further ideas for a reliable mechanism for keeping characters within
:this range would be welcomed.

A method I've seen used successfully is for the
GM to limit rewarded force point usage (a spent force
point resulting in getting two back, for a net increase) to
one per session (the decision, of course, being made at
the end of the session).
--
Firefly Fan Since September 20th, 2002 - Browncoat Since Birth

George W. Harris For actual email address, replace each 'u' with an 'i'
Rick Pikul
2006-11-18 08:13:37 UTC
Permalink
Post by Simon Smith
Successful and Unsuccessful 'Fudge Factors' in RPGs
Star Wars Edition I
1. Force points
FIX: As long as characters can be kept at around 2 Force points (sometimes
dipping to 1, sometimes rising to 3) the system stays on a more or less even
keel. Further ideas for a reliable mechanism for keeping characters within
this range would be welcomed.
Why not just increase the standards for characters that have a lot of
force points?

The action that gives you two points for using up your last point might
only be worth replacing the one point out of five you have.



A couple of other systems I can think of:

Silhouette: Spend XPs for extra dice, (1XP = +1 die), on skill/attribute
rolls. The limited effect, (Silhouette uses nd6, take the highest and add
+1 for each extra 6), and high cost led to a number of house rules either
for a per session/adventure pool or treating emergency dice as spending
on improving that skill or attribute.

Top Secret: Fame/Fortune points, which were your basic "save my ass"
points. If something really bad happened to you, (mostly, being killed),
you could spend one to make it not happen. You recieved 1 fame point for
each level, and every character had 1d10 fortune points secretly rolled by
the GM.
--
Phoenix
David Meadows
2006-11-18 09:34:50 UTC
Permalink
Two mechanisms from the system I'm most familiar with: Golden Heroes (now
republished as Squadron UK). It's a superhero game, so the mechanisms
reflect that genre.

1. Hero Points

SUMMARY: As soon as the first one was used, I changed the rule because it
was too weak!

DESCRIPTION: All charcters are scored on set of "Campaign Ratings". These
are things such as Conscience (accidentally killed anyone recently?),
Success (average scenario woin/loss rate), Heroism (put you life on the line
much?), etc. If a character's ratings get sufficiently high, which means
they are whiter-than-white in the public perception, accepted by the
authorities, and at ease with their own conscience, they gain a certain
number (1-5) of Hero Points. One Hero point is used to shift a (usually D20)
dice roll by plus or minus one in the hero's favour.

The mechanism is a way of rewarding character to staying true to a certain
("silver age") genre convention. The problem comes when the players don't
want to play that vision of comic books. For example: Adam West's Batman
would have Hero Points by the bucketload; Frank Miller's Dark Knight
wouldn't have any. Luckily, my group was happy with that old-fashioned view
of comic book heroes.

The mechanism was also a reward to acknowledge that it's a lot harder to
accomplish your goals if you're staying within a strict moral framework. In
my game, "Manhunter" would trample the law to get the job done and if a
villain was accidentally killed, oh well. "Major Democracy" strove to live
within the letter of the law and held all life as sacred. Major Democracy
got Hero Points, Manhunter didn't. But Manhunter didn't need them, as he had
less self-imposed obstacles to surviving the scenario.

GAMING THE SYSTEM: You can't spend all your Hero Points on self preservation
(because that's not heroic, so by definition you lose some). But a player
with two or more points would be free to use some on himself, and as long as
he kept one back to save that baby from the speeding automobile, he still
came out smelling of roses.

FIX: As I said, too weak. +1 to a D20 roll doesn't make a difference in a
crunch. I changed the rule to allow a Hero Point to SET the result of any
one dice (any dice roll, not just your own) to any legitimate RESULT you
want. Examples: "I will make this punch on The Wraith score my maximum
damage". "I will make the alien roll a 1 (fumble) as he reaches for the
Doomday Weapon's switch."

That might sound like a horrendous over-compensation, but it did work in
practice. Only one or two characters in any team ever earned Hero Points,
and they were the weaker characters. (That was a consequence of our play
style, not a balance built into the system. The rules would let Superman
have just as many Hero Points as Captain America; it just happened that our
games didn't woirk that way.) Plus, by their very nature, Hero Points were
used to help comrades just as often as to help oneself, so no bad feeling
was generated (that I could detect). And we're talking about a very
high-powered supers game -- at that level, a Hero Point effect needs to be
big or it's just not worthwhile.


2. Instantaneous Power Refinements

SUMMARY: Rarely used but highly successful

DESCRIPTION: Not exactly a fudge factor, but in the same spirt. The main way
of spending "experience" in Golden Heroes was to puy Power Refinements.
These are new gimmicks or uses for existing powers: "I want to use my wings
to create winds that buffet foes to the ground." "I want to use my laser
blast as a strobe light to blind people."

In the middle of a scenario, a player could devise an Instantaneous Power
Refinement to get out of a difficult situation, and gain that refinement (as
the name suggests) instantly, without spending a week of training. "Maybe I
can deform my elastic body to make my finger fit this lock... it's a long
shot, but it's our only hope!" If the situation is desparate enough and the
solution clever enough, the GM grants the refinement.

The character has that refinement from that point on -- he doesn't
immediately forget it after one use. But he has to "pay back" the points
cost of the refinement out of his subsequent experience, and the cost of a
refinement earned this way is twice that of one learned through training
between scenarios.

GAMING THE SYSTEM: You can probaly think of abuses, but honestly I never
encountered any. The additional experience cost meant that players invoked
the rule as little as possible; it was far better to think up and learn
useful gimmicks in advance. When it was used, it was always as a clever
solution to a life-or-death situation, and so suited the genre very well.

FIX: Never found any need to fiddle with this. We all liked it just fine.


Sorry for the long post but I'm guessing that Golden Heroes is a system that
many people are unfamiliar with so I tried to explain in detail.
--
David Meadows
"I lost her under the floorboards for three weeks!"
-- Grandfather Yun, HEROES issue 38
http://www.heroes.force9.co.uk/scripts
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