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13

Having such numerical rules of thumb are both design decisions and design guidelines There is no “correct” ratio of monster damage to player damage or player HP to player damage, but these kinds of ratios are well worth thinking about. They influence balance, but also influence the play and feel of your game. If HP is about 4× damage, you ...


6

There's definitely rules about approximate math, but these are all system specific, and, depending on the skill and work done by the designers, these may already be known or they may be those things that you only find out after lots and lots of play. I would look to see if there's any kind of min-maxer boards or messages for Savage Worlds specifically and ...


3

The way I tested game balance for my Savage Worlds house rules and fan supplements was to write a combat simulator, and run hundreds of millions of battles between a wide variety of different opponents. I also used the same approach to estimate the relative strength of different abilities.


2

The best way to find an "average human" for an NPC Extra is to take a look at some of the statblocks in the official books. If you look at the typical "soldier" in the Allies section of the core rulebook, you'll see it has d4 in Smarts, d6 in all other attributes, d4 in Stealth, and d6 in the other skills (including combat skills). The "experienced ...


1

Exploding Dice mechanic has little to do with your problem. You see, for a N-sided die an average roll is (N+1)/2. Whereas for an exploding N-sided die an average is (N+1)N/2(N-1) - just N/(N-1) times more. For d6 explosions increase an average roll from 3.5 to 4.2, or 20% increase. For d8 explosions increase an average roll from 4.5 to ~5.1, or ~13% ...



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