Jul 7, 2021 6:30 pm
So if you don't have the book out or haven't made a character yet this system is not uber crunchy but there is crunch. There's a lot of this in the book but I'll rambling for a bit so might as well right?
Attributes and Skills are under the umbrella of Traits which is a general term. They go off die for their measurement from d4 to d12+4, skills not trained go off 1d4-2 since you don't even have basic knowledge, somethings you can't try without the skill, I like using the example of surgery since when people know you have no idea what you're doing and have a scalpel everyone goes 'no touchie' for a reason.
Skills are linked to an Attribute/stat, Meta: there isn't a dump stat they're all important for something but you still pick what you want for a character concept. Strength affects how much you can carry (x5 the die type) and caps how much damage you can do with a melee weapon, Chase scene or moving in a dicey situation might need an Agility check called by the GM, Smarts links to a lot of skills and common sense, Spirit links to Fear checks and unshaking from being wounded (more on this later), and Vigor how tough you are till you start feeling the affects of being hurt. That said you can have a skill and it's related to an attribute it can be over your attribute put it's more expensive think of it as you have a capacity to learn up to your linked attribute, over that you've just trained a lot more to get over that cap (it cost twice as much when going over the attribute or stat).
Checks go off Target Numbers (TN) usually stock default is 4 for a TN. Combat is a little different and some things have penalties and bonuses. Sneaking in an all white room with blinding fluorescents? Penalty to stealth probably. Sneaking at night in all black with no moon light? might get a bonus to stealth. Getting to the target number means you pass, at four plus you get what's called a raise so you pass but better, sometimes multiple raises can be counted so more even better opportunities arise.
Savage Worlds is savage to me since dice explode, plus some situations you have a wild die as a wild card (aka player character). Rolling a d4 and a d6 results are 4 on the d4 means you reroll, on the gamer's plane checking the RA (roll again) box does the rerolling for you. So sometimes you can oddly enough get really really lucky and do something out of the norm.
Edge and hindrances had mechanical disadvantages or advantages or change how you would normally do things and help flesh out an example of a wild card. Lets take Indiana Jones (if you're old enough) for an example. He could have a Trademark Weapon: Whip which he's really good at, but he really reaaaally doesn't like snakes so major phobia around snakes (-4 to all rolls when he's perfectly healthy and normal 3 seconds before the snakes show up).
So come up with a character concept and try and build that, it might be some things you'd need to build him into because the concept is just the starting point. Couple lines of background (you don't need a biography) help the GM figure out some things to pull in along with hindrances.
Attributes and Skills are under the umbrella of Traits which is a general term. They go off die for their measurement from d4 to d12+4, skills not trained go off 1d4-2 since you don't even have basic knowledge, somethings you can't try without the skill, I like using the example of surgery since when people know you have no idea what you're doing and have a scalpel everyone goes 'no touchie' for a reason.
Skills are linked to an Attribute/stat, Meta: there isn't a dump stat they're all important for something but you still pick what you want for a character concept. Strength affects how much you can carry (x5 the die type) and caps how much damage you can do with a melee weapon, Chase scene or moving in a dicey situation might need an Agility check called by the GM, Smarts links to a lot of skills and common sense, Spirit links to Fear checks and unshaking from being wounded (more on this later), and Vigor how tough you are till you start feeling the affects of being hurt. That said you can have a skill and it's related to an attribute it can be over your attribute put it's more expensive think of it as you have a capacity to learn up to your linked attribute, over that you've just trained a lot more to get over that cap (it cost twice as much when going over the attribute or stat).
Checks go off Target Numbers (TN) usually stock default is 4 for a TN. Combat is a little different and some things have penalties and bonuses. Sneaking in an all white room with blinding fluorescents? Penalty to stealth probably. Sneaking at night in all black with no moon light? might get a bonus to stealth. Getting to the target number means you pass, at four plus you get what's called a raise so you pass but better, sometimes multiple raises can be counted so more even better opportunities arise.
Savage Worlds is savage to me since dice explode, plus some situations you have a wild die as a wild card (aka player character). Rolling a d4 and a d6 results are 4 on the d4 means you reroll, on the gamer's plane checking the RA (roll again) box does the rerolling for you. So sometimes you can oddly enough get really really lucky and do something out of the norm.
Edge and hindrances had mechanical disadvantages or advantages or change how you would normally do things and help flesh out an example of a wild card. Lets take Indiana Jones (if you're old enough) for an example. He could have a Trademark Weapon: Whip which he's really good at, but he really reaaaally doesn't like snakes so major phobia around snakes (-4 to all rolls when he's perfectly healthy and normal 3 seconds before the snakes show up).
So come up with a character concept and try and build that, it might be some things you'd need to build him into because the concept is just the starting point. Couple lines of background (you don't need a biography) help the GM figure out some things to pull in along with hindrances.