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51

Unless this makes the game boring for you as a GM, don't make it a goal in itself to have the players vary their characters. The players won't like being forced into roles they don't want to play, and the game can be a lot of fun even with a homogeneous group. Draw your inspiration from westerns and other action movies where all of the characters are ...


22

General advice for any issue with a trouble player is to talk with them and clearly explain the trouble that you are facing. You should definitely explain the problems you are having with trying to keep track of all the custom stuff and see if the two of you can find a solution. However since this is a question specifically about Savage Worlds, I figured I'd ...


21

No. Only Trait and damage dice can ace—running dice cannot. (Savage Worlds Explorer's Edition, p. 57)


19

Focus on the differences, not the similarities Think "Seven Samurai" - the important part was how the guys dealt the breakdown of the society and the fall of their way of life into unimportance, not which one could fight a bit better or worse. Design your campaign around the characters This should be obvious, really. That doesn't mean you should make ...


19

I think there are some suggestions I can offer, but first I wanted to check with one of the comments that you have made. You say that characters with a d6 in shooting can't hit. This seems a little off because the odds for hitting a TN of 4, i.e. a target at short range with no cover, are 75% for a Wild Card. I certainly have players in my games with d4s ...


18

On page 6 of the Savage Worlds: Explorer's Edition, it says Attributes and skills are ranked by die types, from a d4 to a d12, with d6 being the average for adult humans.


17

This is a general question having to do more with your play style, the same question has been posed over time with D&D Wall spells. Do you want your mode of play to be legalistic? Are you concerned about "game balance" above all? If you "let" your players do this, then will you have a problem saying no when they take this justification and abuse it to ...


17

Having recently ended my first turn as a Savage Worlds GM, I think I have some insight: Unlike many games, you don't roll Stat Die + Trait Die - you roll just the Trait Die. A Trait is a common term that includes both your Primary Attributes and your Skills. Your Wild Die is not added to your roll - it's an alternate die. Stat rolls without Skills are ...


17

The games are entirely different, the only similarity is in the name. Savage Worlds is a generic high-action game with simple yet deterministic mechanics. Apocalypse World (and other games that use its engine such as Dungeon World, tremulus, etc.) is a narrative game with a focus on GM improvisation.


16

If the game is going to be combat-heavy, players should have a copy of the one-page Savage Worlds Combat Survival Guide handy. Players new to the system usually overlook the combat options that aren't straight-up "attack" since the bonuses they give seem so small. But they're not! The ganging-up bonuses (most often used by monsters) are not to be ...


16

This has changed as the rules have been refined over the editions. Test Drive v6 (Savage Worlds Explorer's Edition era) Edges are optional at character creation, and can be bought later when you've earned enough experience points for an Advance. However, at character creation you have the option of taking Hindrances, which give you either one or two points ...


16

I tend to look at the resolution to this problem more from a stand-point of visualization than system. In a slightly off-color blog post last year I called it, 'Premature Imagination.' The key point of that entry was to say that a major failing in approach that can lead to increasing dissatisfaction with, and growing focus on, the problem of whiff & ping ...


16

The process for determining whether a target hit for damage is shaken and/or wounded can be summed up as follows: If the target is not Shaken A success on the damage roll = Shaken 1 Raise = 1 Wound and Shaken 2 Raises = 2 Wounds and Shaken 3 Raises = 3 Wounds and Shaken And so on... If the target is Shaken Success = 1 Wound and remains Shaken ...


15

This is a system-agnostic recommendation: Play your bad guys smart! I want to direct you to what I consider the bible on the topic, John Wick's Play Dirty. But here are some examples of what I mean: Remember that most of the time, PCs are invading a territory the monsters / bad guys / enemies know like the back of their hands. A dungeon is the NPCs home. ...


15

Yes. Savage Worlds, Revised Edition, Page 57 Explorer Edition, Page 56 Deluxe Edition, Page 63. Wild Card characters still get their Wild Die for these rolls (which are also subject to the -2 penalty).


14

Yes - Wild Cards (like PCs) take the highest of the roll of the normal die and their Wild Die (often a d6, but can actually be larger based on various Edges) and apply skill/attribute/other modifiers as normal. So your total would be 8 in this case. And yes, you can roll an Ace on the Wild Die (it can explode).


14

Here's a good blog article about tweaking the lethality of Savage Worlds at The Geek Life Project. In summary: Be generous with bennies. Really generous. Give them out like candy. When you spend bennies as a GM, don't spend them to "beat" the players, but to increase drama. Use them to re-roll encounter-turning skill rolls like Notice or Stealth, not for ...


14

I'm going to split your question into two parts: - Does a weapon that gives +1 to hit and +1 to damage increase Parry? I'm afraid your DM is correct, and Parry is not increased. Parry is calculated directly from the character's Fighting Trait, and the only weapon modifiers that can increase it are those that specifically state that they increase Parry. ...


14

No, the end-of-session xp award if for PCs only. Extras advance in a different manner. SW Deluxe Edition p 43: Don’t create your Extras with the character creation rules. Just give them what you think they ought to have in their various skills and attributes and move on. While that says nothing about their advancement, it most assuredly sets a ...


14

If there is key information the PCs simply must find in order to advance the story, then you have to ensure that they find it one way or another. Following on from this idea, a fail on a skill roll doesn't necessarily have to indicate that you do not find anything. Instead it could mean a complication such as: It takes longer than you thought it would You ...


14

There is some pedigree between Deadlands (commonly called Deadlands Classic) and Savage Worlds. Deadlands Classic was a standalone roleplaying game with its own setting. A simplified, stripped down version of of Classic was created as a minis game called The Great Rail Wars. The simplified rules were then expanded into a genreless roleplaying game called ...


14

I play online almost exclusively these days, using MapTool. I DM two campaigns, and this particular issue comes up often enough. First, you have to keep things interesting. Try to design combats with more than just "attack roll -> damage roll". It's not a simple task, but it's really important to make combats interesting. Add some ranged enemies, healing ...


13

Savage Worlds is a game of pulp action and Fast! Furious! Fun! If it makes sense for them to have more bennies, do it.


13

There have been five stand-alone† editions of Savage Worlds: Savage Worlds was printed in 2003 and was the first edition. Savage Worlds (Revised Second Edition) was printed in 2004. Savage Worlds Explorer's Edition was printed in 2007 and brought a significant rules revision. This also brought a smaller form factor and a low price, with the intention of ...


13

You get one Wild Die per action. Each separate weapon attack counts as a unique actions. Hence you roll a Wild Die for each hand but you still get the Multi-Action penalty. See Two Weapons in the Savage World Deluxe rule book.


12

"Faces or better" is standard for any card which ranks above a 10. Given that SW uses ace high, and jokers are wild in the editions I've read, it's a given that aces and jokers beat a 10... Explorer edition notes the countdown runs Ace to Deuce on page 60.


12

My understanding is that extras don't get any of the effort or thought that includes things like "wounds." They are either 1) fine, 2) shaken, or 3) gone. Less to track that way. Only wildcards have wounds, individual bennies, etc. If you want the extra that was healed by the PC after the battle to become important, it doesn't really matter whether the ...


12

There are a few mitigating aspects which have limited the Edge's use for the player who has it in my game, which is Deadlands Reloaded. Firstly, Gadgeteer with RAW is limited to powers of the character's rank or lower that are available to Mad Scientists. This actually reduces the number of powers available significantly. Also remember that the device ...


12

I believe what you are looking for is on Page 55 of the Deluxe rules. Snapfire Penalty: Certain weapons, such as sniper rifles, are very inaccurate if fired “from the hip” rather than using their excellent sights or scopes. If the character moves in the action he fires, he suffers a –2 penalty.


12

See the description of Kevlar, a couple pages before the table. The +2 is against most attacks, while the +4 is against only bullets. (Note also that Kevlar negates up to 4 AP on bullets as well, so it's even better against them than just the +4 would indicate.)



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