Jun 15, 2016 2:59 pm
Setting up this thread to go over some things, explain characters if there are questions.
Savage World is suppose to be Fun, Fast, and Furious.
A trait roll: Going off a skill or an attribute where that would be more appropriate (For Example: Stunt Driving uses Driving Skill, Lifting a Keg more likely Strength)
As PCs or Wildcard in Savage Worlds you roll the trait die type (d4,d6,d8 etc) as well as a d6 and take the higher result rolled(sometime there are pluses or minuses that are added to both as well). Also dice explode (if you roll a d4 and it lands on 4 it 'aces' and you keep rolling it until it lands on 3 or less and take the total as the result but again add or subtract conditions if they apply.)
If you don't have a skill you can still roll it with the exception of Knowledge Skills at d4-2(plus your wild die at d6-2)
Success on a roll means you hit the target number TN if you hit the TN plus an additional 4+ this is considered a raise (sometimes more than one raise happens and something else will happen)
Initiative for Combat: Unlock a lot of other systems Savage Worlds does not use a dice roll for inititive but it's drawn from a deck of playing cards. Order is Ace to 2 of a suites and suite priority goes in reverse alphabetical order (Spades, Hearts, Diamonds, Clubs)
Bennies: Since I didn't take any edges or hindrances that affect them differently everyone will start with three (More may be given by the GM for exceptional RP/ideas/or playing out your hindrances since they'll hinder you causing a disadvantage). These can be used to reroll a trait check if you want, remove being shaken, or soak wounds (More on the last two later)
Combat:
Attacking with melee has a target number equal to something's parry, if you success on rolling that or higher you do damage (exceed that TN by 4+ and you roll another d6 added to your damage). You roll fighting to attack in melee.
Ranged target number is usually 4 unless there's conditionals that can make it more difficult. If it's something thrown you use throwing, everything else falls under shooting. Again if you are in normal situations for your target number and you get an 8+ to hit you get an additional d6 to add to your damage roll
What if you don't want to just get into a fight or you're playing someone that doesn't like to fight? Well there are Tricks you can use, either smarts or agility based that one can attempt and RP out that might Shake the target or shake them with a raise and they're at a minus two to their Parry (sometimes words do hurt).
Damage after its rolled is compared to the target's Toughness. Meeting their Toughness 'shakes' a target, exceeding their toughness by 4+ in increments wounds them. Wild Cards have three wounds by the way as well.
Shaken doesn't mean you're injured but the press of an attack has you out of it enough where you can't act normally but you can move away since you're 'freaked out'. At the start of your turn you may roll a Spirit Trait check to see if you unshake, on a 4 plus you unshake and can act normally or you can spend a benny to unshake if you really want to.
Wounded Wild Cards, being wounded puts you at a disadvantage in the system. One wound means you're at -1 to all your rolls. Two wounds puts you at -2. There are also 2 levels of fatigue but I don't think fatigue will necessarily come up. Being at one or two levels of Fatigue adds -1 and -2 respectively.
Incapacitated. Being at 3 wounds doesn't mean you're down yet, you're badly injured but not down and you can still act if you're unshaken at -3 from the three wounds. If you take another wound though you're down or incapacitated, storywise you got knocked out from the attack that put you over.
Soaking wounds: So lets say you've taken some wounds just now in combat and you don't want to take the damage, you spend a benny if you have any available to attempt a Vigor trait roll to 'soak' the damage, if you've taken 1 wound you need to roll a 4 on your roll to soak it, if there were two wounds an 8, three 12, 16 I guess if you got Incap'd. If you take a wound you're also automatically shaken, if you soak all the wounds dealt you're not shake if you partially soak you're still shaken
After that sea of text any questions?
Savage World is suppose to be Fun, Fast, and Furious.
A trait roll: Going off a skill or an attribute where that would be more appropriate (For Example: Stunt Driving uses Driving Skill, Lifting a Keg more likely Strength)
As PCs or Wildcard in Savage Worlds you roll the trait die type (d4,d6,d8 etc) as well as a d6 and take the higher result rolled(sometime there are pluses or minuses that are added to both as well). Also dice explode (if you roll a d4 and it lands on 4 it 'aces' and you keep rolling it until it lands on 3 or less and take the total as the result but again add or subtract conditions if they apply.)
If you don't have a skill you can still roll it with the exception of Knowledge Skills at d4-2(plus your wild die at d6-2)
Success on a roll means you hit the target number TN if you hit the TN plus an additional 4+ this is considered a raise (sometimes more than one raise happens and something else will happen)
Initiative for Combat: Unlock a lot of other systems Savage Worlds does not use a dice roll for inititive but it's drawn from a deck of playing cards. Order is Ace to 2 of a suites and suite priority goes in reverse alphabetical order (Spades, Hearts, Diamonds, Clubs)
Bennies: Since I didn't take any edges or hindrances that affect them differently everyone will start with three (More may be given by the GM for exceptional RP/ideas/or playing out your hindrances since they'll hinder you causing a disadvantage). These can be used to reroll a trait check if you want, remove being shaken, or soak wounds (More on the last two later)
Combat:
Attacking with melee has a target number equal to something's parry, if you success on rolling that or higher you do damage (exceed that TN by 4+ and you roll another d6 added to your damage). You roll fighting to attack in melee.
Ranged target number is usually 4 unless there's conditionals that can make it more difficult. If it's something thrown you use throwing, everything else falls under shooting. Again if you are in normal situations for your target number and you get an 8+ to hit you get an additional d6 to add to your damage roll
What if you don't want to just get into a fight or you're playing someone that doesn't like to fight? Well there are Tricks you can use, either smarts or agility based that one can attempt and RP out that might Shake the target or shake them with a raise and they're at a minus two to their Parry (sometimes words do hurt).
Damage after its rolled is compared to the target's Toughness. Meeting their Toughness 'shakes' a target, exceeding their toughness by 4+ in increments wounds them. Wild Cards have three wounds by the way as well.
Shaken doesn't mean you're injured but the press of an attack has you out of it enough where you can't act normally but you can move away since you're 'freaked out'. At the start of your turn you may roll a Spirit Trait check to see if you unshake, on a 4 plus you unshake and can act normally or you can spend a benny to unshake if you really want to.
Wounded Wild Cards, being wounded puts you at a disadvantage in the system. One wound means you're at -1 to all your rolls. Two wounds puts you at -2. There are also 2 levels of fatigue but I don't think fatigue will necessarily come up. Being at one or two levels of Fatigue adds -1 and -2 respectively.
Incapacitated. Being at 3 wounds doesn't mean you're down yet, you're badly injured but not down and you can still act if you're unshaken at -3 from the three wounds. If you take another wound though you're down or incapacitated, storywise you got knocked out from the attack that put you over.
Soaking wounds: So lets say you've taken some wounds just now in combat and you don't want to take the damage, you spend a benny if you have any available to attempt a Vigor trait roll to 'soak' the damage, if you've taken 1 wound you need to roll a 4 on your roll to soak it, if there were two wounds an 8, three 12, 16 I guess if you got Incap'd. If you take a wound you're also automatically shaken, if you soak all the wounds dealt you're not shake if you partially soak you're still shaken
After that sea of text any questions?