It all started with a discussion with a Dungeons and Dragons player about the differences between our two systems and it was a very lively conversation. The thing that made me stop and think was when he asked, “Well, what do you do about traps? Avoiding them or when they trigger? Do you just make it a story element or do you have stats like D&D?”
Though my answer was both, it made me think that there were not any rules out there governing traps more than a story element. Could rules like that be made if a GM wanted more than just “This is a spear trap? Roll minimum of a Fair to get away”?
When it comes to Fudge, the nicest thing I have found about it is that rules can be easily added to the system without it causing other rules to bunch up or fail to work. A GM can choose to make his game as rule crunchy or rule creamy as he or she wants.
I decided to take it upon myself to write a set of rules that would govern traps reminiscent of Pathfinder trying to find a way to present the information in a Fudge way but with enough crunchy to give concrete information but loose enough to not stop the flow of the story (like going to initiative rounds).
For those who are not familiar with the D20 or the Pathfinder system, traps are dictated by their actuation method and delivering the attack while the player would be required a saving roll against one of the skills to either avoid or halve the damage.
With Fudge, there are no hit points in the sense of “You have 50 hit points and you take 4 damage leaving you 46” but more of a “Your Margin of Failure is 2, so you are scratched.” It was important to find a way to inflict damage without having to give every trap a type of skill.
The rules that I did come up with (which can be found in the FudgeRPG repository once approved) took in the idea of each trap having an advantage when it came to being sprung with acted like a skill. When the 4DF dice are rolled for the trap in a simultaneous combat round, adding the advantage will help act like a skill and get a total MoS or MoF.
Once that was figured out, the rest of the rules came simply and so far, they have been popular among those who have read them.
What do you think about traps? Is there a way you handle them in your Fudge adventures and campaigns? Come let me know in the Official Fudge Forums and discuss it!