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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 ...


17

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

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 ...


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

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

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

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

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

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 ...


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 ...


8

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 ...


7

Yes, penalties from wounds and fatigue stack. See here for official confirmation of this.


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

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

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 ...


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 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

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

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 ...


5

No The rule says (SWD, p73): Grappling is an opposed Fighting roll that causes no damage. If the attacker wins, he’s entangled his foe. With a raise, his foe is also Shaken. Of course, the attacker may attempt to damage their victim in subsequent rounds as long as the defender is still grappled/entangled.


5

None of the above. When a swarm takes a Wound, it is Incapacitated (generally meaning that it disperses), just like any other Extra. Wounding a swarm doesn't split it. The description of swarms' "Split" ability reads: Split: Some swarms are clever enough to split into two smaller swarms (Small Burst Templates) should their foes split up. It says ...


5

Yes. If you come up with some action to take in combat and it turns out that a Trick is the best mechanic to represent that manoeuvre, then the effective range is exactly what makes sense for the fictional action. The mechanics don't dictate a range because that would be too restrictive on what would count as a Trick, so instead range restrictions are taken ...


5

Hurting a grappler does not set the victim free per se, but it may help. Attacks on the grappler can greatly influence whether the grappled victim escapes, but the victim still has to break free according to the rules. As initiative is determined every round in Savage Worlds, this means that different things can happen according to the order of the ...


5

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 ...



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