Threshold
Acknowledgments
The Threshold system would never have developed without inspiration from numerous other sources. Fudge itself is the obvious and primary one, for which the author thanks Stephan O'Sullivan, Ann Dupuis, and everyone else involved. In addition is the fudge factor article "A Non-Linear Wounding System" by Helge Lund Kolstad. Furthermore, I must thank the design work of our very own BSS|James on the chatroom, as it was working with him for the upcoming game Blood Sweat and Steel that I developed this system.
Core Principles
Threshold rather clearly emerged as an extremely simplified and more lethal variation of "A Non-Linear Wounding System", though by happy accident more than anything else. However, it was also designed to be extremely variable, as such it can be expanded beyond its base assumptions (outlined in Assumed Background). Thus, it operates off of two primary variables.
The first of these is Threshold. Threshold is a measure of the injury one must receive in order to be instantly killed (though a merciful GM may prefer to have player characters merely taken out of a conflict). Under the base assumptions, this is the relative degree of an incoming blow that is received. Threshold 5 is the default level, higher thresholds (6-8 recommended) reduce the lethality of a fight and extend it, this may be preferable in some systems.
The second of these is Wounding. Wounding is a measure of the penalty applied by any strike that does not exceed threshold. However, it measures this indirectly, instead it measures the number of results in a single grouping. The first group inflicts a -1/2 penalty, the second a -1, the third a -2, the fourth a -3, etc. These penalties are cumulative. As an example, a wounding 1 system treats a wound of 3 as a -2, a wounding 2 system treats a wound of 3 as a -1, and a wounding 3 or higher system treats a wound of 3 as a -1/2. Wounding 1 is default, higher Wounding values prolong a fight, as well as reducing the impact of the death spiral.
Assumed Background
Testing has revealed that Threshold works best under particular conditions. Weapons and Armor are treated in a very simplistic manner, there is a +1 better weapon bonus and a +1 better armor bonus awarded to cases where there is a significant advantage to one combatant. ODF and DDF do not exist, wounds come entirely off relative degree. In addition, it is calibrated to a Simultaneous round structure, though testing in other structures has not been done.
What this usually results in in play is some slight deterioration, followed by the advent of a death spiral. This leaves enough time for surrender or retreat attempts, while still allowing for snipers or other similar situations. Both ranged and melee combat work well under this system.
The [-] die.
This second post is for side information. Threshold is, among other things, a component that must be understood for later parts of my grander War Week scheme to make any sense at all. Its up here for that as much as its own value, as it applies to small skirmishes just as much as war.
The [-] die.