Tell them to stop
The characters are not picking on Bob’s character: the players are picking on Bob.
That’s called “bullying” and it’s not acceptable in any social setting.
Blaming bad player behavior on the character is called my guy syndrome and it is also unacceptable.
If Bob is using his character (which doesn’t actually exist remember) to annoy the ...
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 ...
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 think there's several issues here to unpack:
Hindrances are not just convenient Bennie generators
While being affected by a Hindrance gives you a Bennie, you should never forget that the logic is not "I play out my Hindrance to get a Bennie", but "I always play out a Hindrance, and when it significantly hinders me, the GM gives me a Bennie ...
Powers deplete extremely quickly
A starting character (using SW Deluxe rules) has around 5-10 Power Points and two or three starting powers. Assuming you take Bolt (to replace the bow), one sustained Power, like Armour, Deflection or Boost Trait plus Healing (because there is literally no reason why you shouldn't take Healing). Then, you use them all during ...
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, ...
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 ...
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 expect people to ...
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 certain ...
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
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 earth. ...
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 ...
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 ...
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.)
If you have a Toughness of 8 and Armour of say +2 (10) and you are hit
by a weapon with AP 2.
AP 2 means the weapon ignores 2 points of armor. In this case, your effective armor is 8 and 8 damage will result in your character being shaken.
If the weapon had AP 4, your effective toughness would still be 8 because it can only ignore as much armor as you ...
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 ...
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 spell takes one hour to imbue into a potion).
The key phrase is "needs access to". This doesn't necessarily mean that they have ...
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 ...
The setting that springs to mind is Hellfrost. It is based in the realm of Rassilon, a fully detailed world with an extensive Gazetter and Bestiary in addition to the Player Guide. The world is varied and interesting, with plot hooks liberally sprinkled through the published literature, and although it adheres to many of the common fantasy tropes, there ...
No, you cannot activate more than one Power per turn. Activating a Power is seen as a single generic action, and as you cannot use the same action twice in a turn, you cannot activate two Powers in the same turn.
See here for official confirmation of this.
However, there is nothing stopping you activating Smite on one turn and then Deflection the next, ...
Savage Worlds Deluxe edition is designed to be played with miniatures and battle map.
The rules are written for the table-top because that requires exact
measurements and precise rules. That’s why all the weapon ranges and
movement values are listed in inches (rather than yards or some other
unit). Using miniatures and terrain ...
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 ...