There are two types of actions in Fantasy Fudge Opposed Actions, and Unopposed Actions.
A fight between two creatures will most often be resolved as a series of Opposed Actions.
An attempt to climb a cliff will most often be resolved as an Unopposed Action. The Gamemaster sets the “Difficulty Level” that must be met or surpassed for the action to succeed.
Note that very easy actions should be automatic; no need to roll. Likewise with impossible actions; the character just can’t do it, and will fail in the attempt no matter how lucky the player is with dice.
If the character doesn’t have an appropriate skill to attempt a task, the GM may allow the player to roll on the default level for that skill (usually Poor). The GM may call for a roll against an attribute instead of a skill whenever it seems appropriate (asking for an Agility check rather than a Climbing check, for example), although an unskilled character should get a negative modifier to the dice roll.
Rolling the Dice
When a character attempts an action, roll percentiles (or use 100ths of a second on a stopwatch) and consult this table:
Rolled: 1 2-6 7-18 19-38 39-62 Result: -4 -3 -2 -1 +0 Rolled: 63-82 83-94 95-99 00 Result: +1 +2 +3 +4 If you have Fudge dice, roll four of them instead. The result (from -4 to +4) is used as a modifier to a skill or character trait.
The Gamemaster sets a Difficulty Level for any unopposed action. This includes most ranged weapon combat it’s difficult for a character to actually hinder someone’s attempt to fire at him, although if he has Quick Reflexes he could attempt to dodge out of the line of fire.
The Difficulty Level should take into account everything but the character’s skill (and modifiers to that skill provided by equipment or character condition, including injuries).
A task with a Difficulty Level of Poor is very easy, while something with a Difficulty Level of Superb is very hard. For legendary feats, set the Difficulty Level even higher (Superb +2, for example). When in doubt, set the Difficulty Level to Fair. That will give a character with a Fair skill a 62% chance of succeeding.
When characters engage in opposed actions (including hand-to-hand combat), the players of each contestant roll the dice, add the indicated modifiers to the appropriate skill level, and compare the results. The GM rolls for all NPCs.
Relative Degree measures the difference between the results.
If one character has a Good success in an Opposed Action, and the second character has a Mediocre success, the Relative Degree is +2 from the winner’s perspective, and -2 from the loser’s perspective. In combat, the winner adds the Relative Degree to his Offensive Damage Factor to determine the number of damage points inflicted.
If it helps, you can convert the characters’ combat skills to their numerical equivalents before adding all modifiers (including the random dice roll). Alternatively, put your finger on the Terrible Superb Trait Scale list, and move up one line for every +1 or down one line for every -1.