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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 ...


16

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.


13

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 ...


9

Yes (and yes) I understand that "total" does mean "maximum". I cannot think of any other reason to say The duplicate has half the total Power Points of the caster, instead of The duplicate has half the Power Points of the caster, On top of that, assuming that "total" means "current" would mean that the power produces a different effect depending ...


9

Savage Worlds Deluxe edition is designed to be played with miniatures and battle map. Using Miniatures The rules are written for the table-top because that requires exact measurements and precise rules. That’s why all the weapon ranges and movement values are listed in inches (rather than yards or some other unit). Using miniatures and ...


9

Unlike traditional RPGs, Agents of Oblivion follows a requisition system rather than a price based one. Oblivion has access to all of the weapons and there isn't particularly any reason why they can't provide one. Assuming that you're using the standard loadouts and requisition rules (under Resource Management, page 47), you have a few options: Depending ...


9

Yes Although it is not clear in the Savage World Deluxe writing, it was confirmed by Clint on the official forums: [the rules say...] "He is never considered unarmed in combat" which therefore would mean the opposite, that he is considered armed is true. So yeah, he would get the bonus.


9

You are the best judge of how much you can handle; If it's too much, it's too much. Talk to your player; Explain that the complexity of his character is increasing your workload to unsustainable levels, admit that you overestimated how much you'd be able to handle, and discuss possible strategies for reducing complexity. I'm not familiar with Savage Worlds, ...


8

The answers is: Move (6+d6)" which takes a whole round The movement entry in the guide is quite clear on that. Here's what it says: Movement Characters may move their full Pace (usually 6” for humans) in a round. This is considered a free action and doesn’t inflict a penalty to any other actions, such as firing a weapon or taunting a foe. ...


8

I found the official answer on the forums: ties go to the defender. This makes the opposed roll procedure make a bit more sense: the attacker rolls, using bennies until they're satisfied with their roll, then the defender uses that as the target number to resist. On the other hand it disincentivises Tricks and Tests of Will just a tiny bit, so I can see ...


8

Most of this is actually covered by the rules if you dig around. Savage Worlds does model facing. It just doesn't make a big deal about it most of the time. The shield rules reference the in-fiction facing this way (SWD, p. 50): If a character with a shield is hit by a ranged attack from the protected side, roll damage normally, but add the Armor bonus ...


8

Going on Hold across multiple rounds When you go on Hold, you are not dealt in for following rounds, and you can take your turn at any point - the value of the card no longer has any meaning. So, in your example, the knight could still attempt to interrupt the vampire even if the vampire was dealt an ace of spades for their initiative. Remember though that ...


8

One common case where this might occur is Running and attacking. Running is counted as an action, but since it isn't a Trait roll, there is no –2 penalty. However, attacking is a Trait roll and, since it is one of two actions, it suffers a –2 penalty. A similar situation happens when drawing a weapon and firing in the same round. No roll is needed for ...


8

There is no official rule allowing you to buy off Hindrances that don't say themselves how to do so, but it's a common enough house rule. Talk with your GM and see what they think.


8

First off, I'll quote some general advice about converting settings, which is in the GM section of Savage Worlds Deluxe: Like an original setting, identify the themes of the other game and try to adapt with a very few key world rules. Literal translations of game mechanics from other systems usually just result in cumbersome sub-systems that don't ...


8

Short Answer Having been part of the Savage Worlds community for years, I have not seen a more complete list of powers with Pathfinder-like trappings than Zadmar's Savage Spellbook. This is because in general Savage Worlds favors a "the player and GM agree on the trappings" attitude, which is different than the D&D / Pathfinder "every spell has ...


7

From Clint: Um, nope. Even discounting the Wild Die and Acing, the average for a die is not half it's highest value, it's half the highest value +1 (for it's lowest value). So the average for a d4 is 2.5 not 2. And once Acing is accounted for, it goes even higher, such that the dice average more than half their highest value +1. So to use the ...


7

The roll to break free from being entangled is a standard test with TN 4. See here. The entangle effect only affects those in its area of effect at the instant it is cast. Afterwards, characters can enter the area with no problem. See here. The effect only ends when the target succeeds at breaking free. See the previous link here. Of course, as pointed ...


7

Nope. The rules state that wound penalties are capped at 3 wounds: Each wound a Wild Card suffers causes a –1 cumulative penalty to his Pace (minimum of 1) and to all further Trait tests—up to the maximum of a hero’s 3 wounds. This is further emphasized on the statement before: Wild Cards never have more than three wounds—anything beyond that is ...


7

"How can I build my character to take advantage of charisma as much as possible?" Short answer: you cannot further build your character mechanically (except for one Edge from Slipstream). By design, Charisma is of limited, non-combat use, but where it is used it is very powerful. Long answer: to get to +10 Charisma, you've already maxed out all of the ...


7

Absolutely, Savage Worlds can run that type of game. There's even an official published setting that might do what you need it to... Its called Deadlands Noir, a Raymond Chandleresque mashup with horror and magic elements, and contains additional rules for various things that you might find in a mystery game, including: Detective work (split between ...


7

Technically yes, there are no limitations on the number of free actions in a round. However, this is one of the areas that Savage Worlds leaves largely up to the common sense of the GM, remembering that each round is only 6 seconds and that there is a limit as to what can be done in that time. If you are the GM ask yourself whether what the player is ...


6

Working with a d4 Wild Die will have a number of effects on the system. Note that I haven't yet run the numbers on the exact changes to probabilities with this change, but I believe that the general trends I've identified will hold: You will reduce the average die total on trait rolls, but the results you get will be more 'swingy', as 25% of the time you ...


6

Both Harnesses and Airbags come into play. According to Clint who's a site admin on the forums for Pinnacle Entertainment Group/Great White Games (Publisher of Savage Worlds): Well, it would work as the example listed, with 2 vehicles with 2 passengers each, 6 damage rolls would made, one for each participant. To be specific (and as varied as ...


6

Officially, only Fighting, Shooting, and arcane skills may be used. But Savage Worlds is not a game that forcefully expects you to play the rules as written when changing them makes more sense and represents the in-game events better. So, yes, allow the PCs to use whatever skills you as GM want to allow them to. Even if you found an official answer, it ...


6

Thrilling Tales has some archetypes as does Realms of Cthulhu. Also, feel free to post your questions on the PEG forums or the Google+ Savage Worlds Community as well. The Savage Worlds user base is far larger there, and they love talking about this stuff. ;)


6

Firstly, the players need to define why and where they are wanted. It may just be outstanding fines in one city, in which case he needs to keep his head down when the local authorities are in sight. He may have murdered a noble and a bounty has placed on his capture. This requires staying low pretty much everywhere he goes. Whatever the player decides, ...


6

The balance between player and GM is a delicate one. The bottom line is that everyone is there to play a game; everyone is there to have fun, including the GM. While the GM takes on more bureaucratic responsibility and rules as the general arbiter of play, ultimately it defeats the purpose of the game if nobody is having fun. If that balance has been broken ...


5

Yes, you can play on a grid effectively. A hex grid doesn't require much effort to play on. You can just treat any mention of "inches" as "hexes" instead. Playing on a square grid takes a little bit more conversion, but not much. There are a few gotchas though: For squares, you have to decide how to handle diagonal movement. The "3 inches for 2 diagonal ...


5

It seams that the difference is that with Defend you can Move but you can't use an Action but with a Full Defence you can do an Action but not Move. So if you use something like Two Weapons you can attack with one and be on Full Defence with the other. So you are dropping your attack by -2 (or -4) to gamble you can increase your parry. Clint seams to ...



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