Tag Info

Hot answers tagged

18

Well, as you stated, a smart approach when this happens is to just ask the player, but with that out of the question here are some options I might use in this situation: Give objectives. Try to add in something extra to the fight, maybe a lever to pulled, or even better, a door to be unlocked (either locky-picky, or with hacking). A cool way to use this is ...


16

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 ...


16

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 ...


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

You don't spend XP to gain anything. When you reach certain XP totals (usually multiples of 5) you earn an advance, and then you spend the advance on new or improved skills, improved traits, new Edges, or buying off Hindrances. Exactly what you can buy with an advance is spelled out fairly clearly in the different editions' core book (and can be changed by ...


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 ...


10

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 ...


10

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 ...


9

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 ...


9

To add on to @mxyzplk's answer (particularly part 2): Be Descriptive You have to remember that (depending on the group/player, of course) a lot of what brings a character's personality out is their dialogue; if your character is shy and you're focusing on the 'quiet-shy' angle of that, you need to make sure that you're bringing out a similar amount of ...


8

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 ...


8

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 ...


8

Get The GM and Other Players' Buy-In Tell them you're playing a very shy character. In My Little Pony, it's the other ponies that drag Fluttershy into the action a lot of the time, so you need them ready and willing to play that role. You have to not resist so much that they give up on you. And ideally the other PCs are your friends so you "open up" ...


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

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)


7

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 ...


7

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 ...


7

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. ...


7

The decision as to whether to make an ally an Extra or Wild Card depends on a number of factors. The first and most straightforward consideration is how tough you want them to be. Making an ally a Wild Card significantly increases their capabilities, and you need to make sure they don't end up overshadowing PCs and stealing the spotlight. Another question ...


7

Stealth is a separate action unless it's used as part of your movement (see here and here). That means you can use Stealth to walk, climb, swim, run, or even jump silently, and there is no MAP - but if you wish to use Stealth for a different activity (such as picking a pocket) it counts as an action, and incurs a MAP if combined with another action. For ...


7

There's definitely rules about approximate math, but these are all system specific, and, depending on the skill and work done by the designers, these may already be known or they may be those things that you only find out after lots and lots of play. I would look to see if there's any kind of min-maxer boards or messages for Savage Worlds specifically and ...


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

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

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

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

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 ...


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 ...


6

The encumbrance rules are intended for PCs, although a rule of thumb recommended by the Savage Worlds Core Rules Brand Manager is to double the carrying capacity for each point of Size. Thus a mule with Strength d8 and Size +2 would be able to carry 160lb without penalty, or 640lb with a -3 penalty. However, from the two sources provided by @Phil, it ...


6

The rules specify that you cannot assist with a cooperative roll unless you are trained in the same skill. So, by RAW you cannot assist in the situation you describe. However, I can envisage circumstances where this might be allowable at the GM's discretion, if and only if it makes sense within the fiction and characters background. This is going to depend ...


6

I had a munchkin in my old group who used to minimax very powerful characters. The other players, not so much. What I eventually wound up doing was providing a variety of opponents, such that figuring out who should attack who became part of the combat strategy. For example, if we were playing Star Wars and the munchkin was a Jedi, the bad guys would have ...



Only top voted, non community-wiki answers of a minimum length are eligible