In Savage Worlds, I particularly like the "Benny" system, and I was wondering what the effects of incorporating this into 5e might be?
So basically, the Benny system grants each PC 3 Bennys at the beginning of each session. Significant enemies can also be granted them as well. These can be used to "soak" damage taken, to re-roll damage dealt, or do "rule of cool" things like synchronising attacks for additional damage and/or raise the chance to hit, or performing stunts, or maybe things like allowing the magic user to imbue the Fighter's weapon with magic damage, or to allow them to affect multiple targets with a spell that only affects one. This could work in place of/combined with Inspiration, to roll advantage, etc.
The specifics of how this would be used in 5e are:
- Soak Damage received: In Savage Worlds, when a player is hit, if enough damage is dealt, one (or more) "wounds" are inflicted. A player can spend a Benny to roll a check to potentially negate this damage. In 5e this could be converted to gaining resistance to the damage received, and the roll can be based on individual stats. Con tied to Physical damage, Int or Wis tied to Psychic damage, etc.
- Re-roll to Hit or Damage Dealt: Re-rolling to hit is effectively advantage in 5e, but in Savage Worlds "hitting" is vs "parry", and damage is vs "toughness". So, in order to actually deal a wound, you need to roll high enough to actually inflict sufficient damage. In 5e, however, this could simply allow a player to add their attack modifier (Str or Dex for weapon attacks, Int, Wis or Char as appropriate for magic attacks) on top of damage dealt.
Rule of Cool*: In Savage Worlds, there are a lot of things you can do, to try and mix up combat. Power Stunts, Combine Attacks, Synergy, etc.
Power Stunts are along the lines of altering your current abilities to do something different. E.g.:
- The magic user can use a spell slot to imbue a the Fighter's weapon with Lightning damage, using their "Chromatic Orb" spell.
- The magic user wants to try and affect more than one target with a spell. They can use a higher level spell slot to affect more targets (1st level spell slot for a Cantrip, 2nd level spell slot for a 1st level spell, etc).
Combining attacks allow one PC to deal double damage, at the expense of their own:
- The Fighter wants to combine attacks with the Barbarian, to double the Barbarian's damage (2d10 total), at the cost of the Fighter's damage (d6).
Synergy doesn't allow PCs to deal damage, but instead work together to try and alter a situation:
- The Rogue wants to try and trip the Ogre, so he and the Fighter tackle the Ogre from two different directions. The Rogue goes low, the Fighter goes high, attempting to throw it off balance. This makes the check a Str check for the Rogue and Fighter, but a Dex save for the troll.
* These abilities are at the GM's discretion, to a reasonable level.
How much would the game be affected (in terms of overall difficulty - e.g. CR) by using the Inspiration system to allow a more broad use of the Inspiration mechanic?