cjh wrote:
Knaight wrote:
Degree of Success, aka Relative Degree is among the best tools Fudge has. I would consider using it the default, though there are cases where that doesn't happen.I don't agree. I don't think it's all that important at all, and if you're looking for faster play out of the game it does bog things down.
It is all about preferred style of play - and that is why Fudge is such a wonderful game system. If your style of play is more about the achieving the goal of the adventure (defeating the big bad, rescuing the person in distress, etc.) a faster play style is more suitable. Focusing on success or failure (pass/fail) gets your through each obstacle and further towards the goal faster. If the play style is more free-form story oriented, the relative degree becomes valuable in any skill check. It provides the GM with the on-the-fly flavor text of what comes "after the role". Two PCs climbing the same cliff with the same skill were both successful in their dice rolls. In ab objective oriented game, that's all you need. The PCs climbed to the top of the cliff. Now they can move on to the next scene and encounter. In a story telling game, the relative degree (one just made their roll and the other aced it with a perfect +4) suggest to the GM to describe how one struggled to the top with numerous slips while the other clamored up like a monkey. This can lead to player character dialog, where the one at the top eggs on the one still climbing or creates and opportunity for further friendly rivalry later on in the game.