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 ...
In the moment: If the GM's not interested in running a system "Rules As Written," leave the session and inform them why.
Afterward: Inform the convention staff that the game the GM advertised and the game the GM ran are not the same. Don't name-and-shame publicly, it tends to end poorly.
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 ...
At a convention, playing time is a rare commodity and I generelly recommend not being "that" player who holds everything up with discussions. For the record: I'm from Germany, so my convention experience might differ greatly from yours, all of the following is just my subjective opinion on the matter.
So if what the GM is doing is ruining your fun at a ...
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 ...
I think there are some suggestions I can offer, but first I wanted to check with one of the comments that you have made.
You say that characters with a d6 in shooting can't hit. This seems a little off because the odds for hitting a TN of 4, i.e. a target at short range with no cover, are 75% for a Wild Card. I certainly have players in my games with d4s ...
The process for determining whether a target hit for damage is shaken and/or wounded can be summed up as follows:
If the target is not Shaken
A success on the damage roll = Shaken
1 Raise = 1 Wound and Shaken
2 Raises = 2 Wounds and Shaken
3 Raises = 3 Wounds and Shaken
And so on...
If the target is Shaken
Success = 1 Wound and remains Shaken
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.
The total is all that matters.
Source: Savage Worlds Deluxe, pp. 62-63.
In general, it's a bad idea to assume that all D&D rules have analogies in other game systems, especially when they use quite different dice mechanics.
I play online almost exclusively these days, using Mote. 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 ...
There have been five stand-alone† editions of Savage Worlds:
Savage Worlds was printed in 2003 and was the first edition.
Savage Worlds (Revised Second Edition) was printed in 2004.
Savage Worlds Explorer's Edition was printed in 2007 and brought a significant rules revision. This also brought a smaller form factor and a low price, with the intention of ...
There are a few mitigating aspects which have limited the Edge's use for the player who has it in my game, which is Deadlands Reloaded.
Firstly, Gadgeteer with RAW is limited to powers of the character's rank or lower that are available to Mad Scientists. This actually reduces the number of powers available significantly.
Also remember that the device ...
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:
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 ...
The number before the brackets represents the total Toughness including any protection given by armour. The number in brackets is the proportion of this given by the armour alone.
This often comes into play where damaging attacks include an AP or armour piercing value. If an attack does, you subtract the AP from the armour part of the Toughness before ...
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 ...
No, the end-of-session xp award if for PCs only. Extras advance in a different manner.
SW Deluxe Edition p 43:
Don’t create your Extras with the character creation rules.
Just give them what you think they ought to have in their
various skills and attributes and move on.
While that says nothing about their advancement, it most assuredly sets a ...
If there is key information the PCs simply must find in order to advance the story, then you have to ensure that they find it one way or another. Following on from this idea, a fail on a skill roll doesn't necessarily have to indicate that you do not find anything. Instead it could mean a complication such as:
It takes longer than you thought it would
"Faces or better" is standard for any card which ranks above a 10. Given that SW uses ace high, and jokers are wild in the editions I've read, it's a given that aces and jokers beat a 10...
Explorer edition notes the countdown runs Ace to Deuce on page 60.
My understanding is that extras don't get any of the effort or thought that includes things like "wounds." They are either 1) fine, 2) shaken, or 3) gone. Less to track that way. Only wildcards have wounds, individual bennies, etc.
If you want the extra that was healed by the PC after the battle to become important, it doesn't really matter whether the ...
I'm going to split your question into two parts:
- Does a weapon that gives +1 to hit and +1 to damage increase Parry?
I'm afraid your DM is correct, and Parry is not increased. Parry is calculated directly from the character's Fighting Trait, and the only weapon modifiers that can increase it are those that specifically state that they increase Parry.
I believe what you are looking for is on Page 55 of the Deluxe rules.
Snapfire Penalty: Certain weapons, such as
sniper rifles, are very inaccurate if fired “from the
hip” rather than using their excellent sights or
scopes. If the character moves in the action he
fires, he suffers a –2 penalty.
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 ...
You get one Wild Die per action. Each separate weapon attack counts as a unique actions. Hence you roll a Wild Die for each hand but you still get the Multi-Action penalty. See Two Weapons in the Savage World Deluxe rule book.
Yes, you can fire at two different targets with each barrel.
Any ranged weapon with a RoF of greater than 1 can be fired at two separate targets. ("Ranged Attacks, Rate of Fire", p. 67, Savage Worlds Deluxe edition)
The double-barrel shotgun is special in that it has this additional rule (page 50):
Double Barrels: Shotguns with two attached barrels are ...
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.)
For those curious, I created my own attempt at a multi-system stat block. Here's what I came up with:
A few notes:
Apocalypse World attributes aren’t equivalent to D&D‘s, so they’re listed separately.
Combat-related rows are colored differently, to make them a little easier to see. This coloration might not show up well in this screenshot, depending on ...
To use a CO2 fire extinguisher for general obscurement, I'd suggest having it be in a Cone Template and having the the area sprayed grant "Light Cover", because that's described as "half or less of the target is obscured, which sounds about right for a light, gaseous propellant that moves quickly.
Against humans, I think the easiest thing to do would be to ...