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14

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 ...


12

There are a number of Savage Worlds settings that fit some or all of the criteria you are looking for, and all are available in print and PDF: Evernight by Pinnacle Entertainment Group The world of Tarth was a bright and shining jewel. The Great Race Wars were long over, the people were free, and true evil had been scattered to the dark bowels of the ...


8

Savage Worlds is certainly capable of playing in a world and genre-hopping campaign (I suspect that's partly because Torg, which is all about this, is Shane Lacy Hensley's favorite setting of all time). However, there are a couple of things that you need to keep in mind. First, character content from one setting is generally not created with the intension ...


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

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

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

When you take an action with multiple attacks that occur as part of a single Action such as using a weapon with a rate of fire of greater than one, fire multiple bolts, using Frenzy or Fanning the Hammer you take the following steps. Declare the targets you are firing at Roll a number of Shooting/Fighting/Spellcasting dice equal to the number of attacks ...


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

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

Trappings and Powers With the core rules as written, you choose your Trapping at the same time you choose your Power and there is no way of changing it after that point. If you wish to have a different Trapping for a Power you already have, then you need to get that Power again. As far as I can see, there is nothing that explicitly states this to be 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

Auto Fire rules apply to any weapon with a Rate of Fire of 2+, not just those with Rates of Fire of 3. This is confirmed by the first line of the Automatic Fire part of the Situational Combat Rules Section in the core Savage Worlds Deluxe rulebook. The applicable quote is Automatic weapons (those with a RoF of 2 or higher) fire much faster - and ...


6

One of the big health warnings that goes with Savage Worlds is that Edges, equipment, Hindrances etc from different settings are specifically not intended to be balanced when used together. Depending on your exact plans and the settings you are intending to draw from, you could run into significant balance issues. There are ways of costing the 'value' of ...


6

Yes, you are allowed to Aim before Fanning the Hammer as long as all your shots are at the same target. The +2 bonus you get from Aiming is applied to all of your Shooting Die and Wild Die. This effectively means that the bonus reduces the penalty for Fanning the Hammer from -4 to -2. Yes you can attempt to hit a particular part of a target with your shots, ...


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

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 ...


6

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.


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 ...


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

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 ...


4

Deadland reloaded says: If the shooter rolls more 1’s than anything else in a single burst, the weapon jams and does not operate until a Repair roll is made. Normally the Savage World rules say Shooting Skill Dice if you can't replace it with a Wild Die. So I would say after.


4

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 ...


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

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

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 ...


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 ...



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