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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 ...


15

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

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 ...


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.)


10

For this issue specifically, Clint Black from Pinnacle has clarified on the official forums that all characters acting on a single initiative—whether Wild Card alone, Wild Card with allies, a single extra, or a group of extras—act on a Joker and receive the benefits it provides (i.e. acting any time and +2 to Trait and damage rolls), and that it is no ...


10

Since this is a Savage Worlds question, it seems best to take into account what the book has to say (from the GM section on Extras): Though it’s rarely written, most games assume that the Game Master controls the nonplayer characters, both when they’re being talked to and when they fight alongside the player characters in combat. Most of the time, ...


9

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.


9

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 ...


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, ...


9

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 ...


9

First, let's take a look at the relevant section of Arcane Background (Alchemy): To create a potion, the alchemist needs access to at least a small lab (such as might be carried in a trunk) and one hour per spell Rank (a Novice spells takes one hour to imbue into a potion). The key phrase is "needs access to". This doesn't necessarily mean that they ...


9

I once played in a Low Life one-shot (written for Savage Worlds Revised, the version out at the time of printing) but used Savage Worlds Deluxe and there were no issues whatsoever, even when incorporating new rules (e.g. the new chase rules, new Incapacitation rules, the Rapid Attack combat maneuver). There are just a couple of tweaks you have to make ...


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 ...


8

No. The roll for the flamethrower is to correctly direct and to operate it. Both of these things are easy, and so you get a bonus when using it. The roll for the spell is to correctly direct and cast it. Casting magic is not especially easy, and there is no reason to believe that a Burst is an easier spell to aim than any other. And being a spell, aiming it ...


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 ...


7

Colossal armor is not going to fix it Colossal armor is Spectacle, but once the idea has worn off the combat will be exactly the same. The PC's abilities to become giant and fight other giants will not really offer any difference in the way they fight. They could pick up and throw a building, but they could do the same thing on a smaller scale with a rock. ...


7

You are correct in your interpretation of the Gatling Gun in SWD, and as the weapon has to fire in full auto mode, it would use 3 rounds of ammunition per 'shot'. However, your statement about a weapon being able to fire as many times as its ROF is incorrect. Lets take the Gatling Gun as an example. With a ROF of 3 it can fire three times, but what this ...


7

The section of the combat example that you are looking at says the following: [The zombie] does Str+d4 with its claws. It’s Strength is a d6, so the GM rolls a d6+d4 and gets a 5. Dan’s Toughness is 5, so he’s Shaken. In this case, the d6+d4 is the result after you replace Strength (Str) with the Strength of the zombie, which is a d6. However, you ...


7

The collective term used to describe both Attributes and Skills is Traits (defined in the Character Creation section at the beginning of the core rules). Both Attributes and Skills are rolled for in the same way, and the Savage Worlds core rules collectively refers to these types of rolls as Trait Tests. The opening paragraph under Trait Test in the Game ...


6

After looking through several books from Deadlands Reloaded and Deadlands Classic, I am surprised to say that there does not seem to be any official mention of how big a maze runner is. There also seems to be very few pictures of a maze runner itself, which is odd given its importance in that area of the Weird West. Another answer mentioned that there is the ...


6

The easiest way is to add or subtract a bonus to the roll. Let's say a character has d8 in lockpicking. I want the cells to be opened 50/50 of the time, so I set the difficulty at -1 for that character. The chest needs to be harder, so you can set that at a -2 or a -3. You always make the adjustment to the roll, and not the target number. I find it much ...


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

As a GM, I would have ruled that they could not have spent the benny after playing the card. The wording of the rules under Soak Rolls in the core rules states that: A success and each raise reduces the number of wounds suffered from that attack by one This means that character is assumed never to have had the wound in the first place. If this is the ...


6

Okay, so before I get into the meat of the question there are a few preliminary checks that need to be carried out.... Have you asked your players why they don't seem to enjoy combat? Their answer to this question is key, and is almost certainly one hundred times more valuable than anything you're going to get on this or another site. Maybe they simply ...


6

Moving your pace is always a free action. From Savage Worlds Deluxe: 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. (Emphasis mine). Note that when a character is Shaken, they can still move their Pace ...


6

Pinnacle's Clint Black gave an official ruling on whether or not tricks or tests of will (i.e. taunting and intimidating) could be done against multiple enemies in a single action: For combat effects, a character can't, not without some kind of Edge allowing it (such as Rebel Yell from Deadlands). For noncombat effects, it's really up to the GM to ...


6

The rules, as written, aren't explicit. They do say: Characters may not make cooperative rolls if they don’t actually have the skill in question. (You can't make default rolls to aid with Boating, for example, if your character doesn't actually have the Boating skill.) … which strongly implies that a character must have the actual skill being used and ...


6

If you were using the elemental trappings from Savage Worlds, there would be two trappings that would boost a Trait: Darkness–Stealth: For beneficial powers, adding +1 Power Point to the cost causes the darkness to cling to the target and increases Stealth by one die type, or two on a raise. Electricity–Jazz: Beneficial powers “jazz” the target. ...


6

The general order for a turn of combat is as follows: A card (or cards if a character has an Edge such as Level Headed) is dealt to each player. It can be the GM who deals, but equally sometimes this responsibility falls to one of the players. Each character takes their complete turn before the next, going in order from highest to lowest with the cards ...



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