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16

There has been a great deal of discussion about the new rule on the Pinnacle forums, especially on the "official" thread that includes commentary from Clint Black, who gives official rulings for Savage Worlds. As the face of Pinnacle on this, he has a lot of insight on what the rationale for the change was and what the impacts are. First off, what was wrong ...


9

You are correct. The section on Edges & Hindrances in the Character Creation chapter indicates: You can take one Major Hindrance and two Minor Hindrances. A Major Hindrance is worth 2 points, and a Minor Hindrance is worth 1 point. For 2 points you can: Gain another attribute point, or Choose an Edge So, if you take your maximum ...


8

Don't control the mooks individually, split them into groups. A group of mooks can act on a single initiative card, move together, and attack together - and because they're Extras, you can roll their attacks simultaneously as a dice pool. For example if you've got a group of 5 soldiers with Fighting d6, move them all at the same time and then roll 5d6 to ...


8

SWD Explorer's Edition p.78: Firing Blind. Apply these rules to the suppression attempt. If they make their Stealth roll, they move out of the MBT and are not suppressed (No Spirit roll)


8

Are you sure it's a problem? The problem I have is that there is simply no reason to use anything but a Kevlar Vest, because Guns are used so often that the AP-ignore is really really strong. I would counter that in the real world, there is simply no reason to use anything but a kevlar vest. Guns are used very often and the fact that they by and large ...


7

Yep, you're overlooking the Power Points Edge, which gives you more. It's on page 38 of Savage Worlds Deluxe, under “Power Edges” in the “Edges” section of the Character Creation chapter.


7

Use Better Tactics More so than most roleplaying games, tactics are very important in Savage Worlds. Stand out in the open during a gunfight and you will get shot. The idea is to fight smarter. This is the best way to improve your ranged defense. Focus first on not being seen You'll want to pay attention to the Stealth rules. If they don't know you're ...


7

The "High Adventure" setting rule in Savage Worlds Deluxe provides the option of spending a benny to gain a Combat Edge for one round, and War of the Dead offers a similar setting rule. I'm not aware of any official Edges that offer the same option, but the Dynamic Warrior Edge in my Savage War of the Burning Sky conversion gives the ability.


7

For a time, Pinnacle Entertainment Group did release a PDF version of the first iteration of the adventure deck, which you could print out and put into card sleeves. However, they seemed to have stopped selling this sometime after they released the new version of the adventure deck that is currently sold today. Pinnacle has never released a PDF of the ...


7

Yes it does. Elan can be used with any Trait test which is rerolled with a Bennie. See this question on the official forum for confirmation. If an Edge type has any limitations on its use, it's noted under the overall description. Combat Edges just fall into a category that aid a character in dishing out damage or surviving it. If the Edge can affect ...


7

Are you sure that this was an Edge? Savage Worlds Deluxe has the "Fanatics" setting rule in Chapter 4's "Setting Rules" section, which allows a villain to have one of their underlings take a wound for them. This does not apply to player characters. Fanatics Use this rule in pulp-style games where villains are larger than life. When a Wild Card enemy ...


7

Savage Worlds does not have any special rules to deal with a blast deviating into a location that the attacker cannot see. In order to keep the game going, it's assumed that it got there somehow and there are no rules to try to correct for this. Possible explanations for how it got to a location out of line of sight include: The grenade bounced off the ...


7

I would say you should focus primarily on the one-shot. Don't worry about what will come afterwards! If you put all your energy towards introducing these guys to tabletop RPGs, they'll be hooked well enough to forgive any discontinuity when it comes time to give up their pre-gens and make their own guys. Chances are that they will not get too attached to a ...


6

In my opinion, Savage Worlds only works for settings where the following are true: The heroes are competent Combat is going to be an important, and relatively frequent, part of the gameplay If your setting requires that heroes be incompetent (the same way that Warhammer 40,000 does) or if combat is going to be a rare occurrence to be avoided, you are ...


6

You may want to specifically ask in the PEG Forum to get an answer from the experts as to whether Push specifically instigates Melee Combat. I suggest looking at this post from the PEG forums, especially the section about "Defining 'melee'" (emphasis mine): KingCrud wrote: Can a character or NPC move past an enemy figure within melee range ...


6

Fanning the Hammer is not automatic fire. Your confusion relates to the wording in the quote you have given. If you reword it as: Assuming his six-gun is fully loaded, he may fire up to 6 shots in a single action in the same way you do when using the Automatic fire maneuver. it is more accurate. This is confirmed by the next sentence: Each shot ...


6

I've run a number of introductory sessions to Savage Worlds for varying ages, and find 3 hours to be the sweet spot assuming a short break part way through. This gives enough time to demonstrate the various things the system does well and how roleplaying works generally whilst still keeping things short and snappy. I'd also definitely go for a one shot ...


5

The template is Chapter 6: Gamemastering and the "Creating Worlds" section Your Savage Worlds core rulebook already contains a great deal of advice on how to create a Savage Worlds world, including specific advice on converted worlds, which would be your Mad Max setting. As someone who has created fanmade conversions for The Elder Scrolls and Stargate, as ...


5

Having an "arcane skill" be an Attribute instead of a Skill is a bit unusual and something that neither the core rules, nor any supplementary setting that I am aware of, has ever tried to do. I think that you hit on one of the biggest consequences: Why would anyone not take Arcane Background (Psionics)? This is the biggest issue I see. Why would anyone not ...


5

Yes you can interrupt partway through another character's movement, and depending on what you do it is perfectly possible to stop their movement completely. Yes you can interrupt the character when they become visible. If you kill them, they do not get the chance to even attempt to hit your teammate as you interrupted before the attack happened. No you ...


5

Answer 1: No it cannot - See here for confirmation of this on the official forums. Answer 2: It can attack once, using a number of bullets equal to its RoF. See here for official confirmation of this. Answer 3: In your example you would be able to attack once with full auto, using up 3 of the 5 bullets. Suppressive fire uses 5xRoF bullets, so you would not ...


4

If you join the Templars by taking Arcane Background (Templar), you gain a sword that can harm enemies normally immune to non-magical weapons, except Servitors. This could be an interesting story development for your character: they were really rattled by this experience and they are willing to join a group that has power against those enemies, even if they ...


4

Regarding the power point cost when using the Bolt power and the Wizard Edge, the official Pinnacle answer provided by Clint Black is as follows: Each die applies to the casting of that single specific bolt for activation which also determines the effect of Wizard. Raises from one die don't affect the cost of casting the other bolts at all only the ...


4

On page 10 of the Day After Ragnarok source book there is a small image of document describing the findings of the Experimental Ophiurgy Group. Putting on my "cheaters" to read the super small text, I discovered a paragraph describing the physical details of the corpse of Jormungandr: According to Project estimates, the Serpent is slightly over 8,000 ...


4

I would suggest aiming for 3 hours with a 1 hour buffer (so 3-4). I'd absolutely use pregens and select a system that requires zero knowledge in order to play. Most certainly I'd go one-shot. You can decide where to go from there. Go with a mystery that has some action and a small twist. Give them the opportunity to be heroes and see what they do. Most ...


4

First off, Pinnacle Entertainment Group changed the way that Shaken works back in May 2015. Now it only requires a simple success (TN 4) to get out of Shaken, and there is no longer a "recovered from Shaken, but can't act this round" condition. In fact getting a raise no longer does anything. That will make things easier. (For more info on how this affects ...


3

There are no official guidelines for what ranks a character should be when they reach certain plot points in The Flood. There is no rank that they are required to be at. Posses are encouraged to start them whenever they feel they are prepared. The lack of rank guidelines is common to all Plot Point Campaigns from Pinnacle*. I believe that this is by design ...


3

The reaction to the new rule has been rather divisive among the Savage Worlds community, so rather than giving my opinion on the rule, I will focus on the impact it has. Tricks are now less effective. They can still be useful when multiple PCs take advantage of the Parry penalty, but are rarely worth using in one-on-one combat any more, unless you have a ...


3

Everything has to be more well timed. If the first character in the round can shake someone better make sure the next in line is not the shaken dude. The true Problem is that the often used "stunlock" or "shakelock" isnt as effective or rather not there anymore The most you see it with the undead. they get +2 for roles to unshake. Now give them someone ...


3

MOP Every NPC needs a mop. Motivation: Why is the character here in the story? What motivates them to act? Objective: What does the character want to accomplish as a goal in the story? What is the character's overriding goal they must achieve? Personality: How the character acts as well as their personal appearance. These three traits help define an ...



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