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2

Exploding Dice mechanic has little to do with your problem. You see, for a N-sided die an average roll is (N+1)/2. Whereas for an exploding N-sided die an average is (N+1)N/2(N-1) - just N/(N-1) times more. For d6 explosions increase an average roll from 3.5 to 4.2, or 20% increase. For d8 explosions increase an average roll from 4.5 to ~5.1, or ~13% ...


3

The way I tested game balance for my Savage Worlds house rules and fan supplements was to write a combat simulator, and run hundreds of millions of battles between a wide variety of different opponents. I also used the same approach to estimate the relative strength of different abilities.


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 ...


6

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 ...


2

The best way to find an "average human" for an NPC Extra is to take a look at some of the statblocks in the official books. If you look at the typical "soldier" in the Allies section of the core rulebook, you'll see it has d4 in Smarts, d6 in all other attributes, d4 in Stealth, and d6 in the other skills (including combat skills). The "experienced ...


-2

If you ask what a +1 weapon is, the answer will be : it's a weapon, which is well balanced and maybe lighter. This means : easier to handle. So why shouldn't it give a bonus to Parry either ? Mathematically, Parry is Fighting/2 (rounded down). So if you have a +1 weapon, it's rounded down to 0. What if you have a +2 weapon ? Mathematically, it should ...


-1

Two other systems : First: create the "initiative" skill based on agility create the "enhanced initiative" edge (required: Novice, AGI d8): gain +2 to initiative. create the "greater initiative" edge (required: Veteran, enhanced initiative): gain +4 to initiative (not cumulative with "enhanced initiative"). Pro: easy to manage, quick die roll and result ...


-2

Skill scala d4-2 : not acquired d4 : novice (beginner) d6 : amateur (regular) d8 : Professional (it's his job) d10 : expert (among the better in his job) d12 : master (among the best in his job) d12+1 : leader of his country d12+2 : maybe champion of the world


6

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 ...


2

The way I've always played it, (so this may be a house rule, but it was presented to me by my GMs as traditional), is that it depends on whether you're actively trying to be stealthy, or passively stealthy by nature. Basically, it's all about whether you're taking extra time or effort to pull it off: Multi-Action - If you're tip-toeing around or sneaking ...


2

This question has been thoroughly answered already, so I'm only posting to point you toward a resource that I have fond helpful for putting some of these suggestions into practice. You will find the advice here similar to that already posted by Rich, Martin Sojka, and Jakob. However, I feel that the extended explanation and examples will be worth your time. ...


3

This question could actually be more detailed, as there are various factors that could change how this type of situation is handled. I'm assuming the character has already burned all of his Bennies at this point, and cannot Soak. Edges First, does the character have any Edges which alter how Incapacitation or Death are handled? Examples: Hard to Kill ...



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