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Old February 22nd, 2008
Saving Throw Saving Throw is offline
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Join Date: Feb 2008
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Savage worlds is an interesting system. Truthfully, I don't really like it but I find the structure interesting.

Over generalizing and stressing what _I_ find interesting:

Better abilities use higher die up to d12. An Ogre might swing a d12 - a wizard or child d4.

Combat is a challenge situation. (My Fighting Roll against your defense rolls)

Fighting skill roll vs Parry - Do I hit you.
Damage total vs. Toughness (Con & Armor) - Do I penetrate your armor.

Levels are broken up into categories Novice, ...., ...., to Legendary and subdivided at 5exp increments. Guidelines say each session is between 1 and 3 exp. So every other session you go up a small level and get a type of improvement allowed to your category. DM sets the exp return level.

For most rolls heroes roll a second 'wild die' (Almost always a D6) this generates your skill roll and your wild die roll. You take the higher number.

Dice 'explode' ie... if you get the highest number on the die you roll it again until you don't roll the highest, and then add them.

So A physically weak player mage swinging a str appropriate weapon (eg a knife) makes an attack. He likely has a physical fighting attack ability of D4 so he rolls a D4 and a d6. His opponent has a Parry of 7.

If he rolls at the top of either die he rolls them again and takes the total. D4's need only 1in4 to roll again.

So he rolls: 4,4,4,2 and 5. He keeps the D4 roll (and thanks his stars) 14 hits a parry of 7. Its actually more than 4 above the 7 so he gets an extra d6 damage.
His Dagger does (Str+D4) damage. so he rolls 2d4 for the weapon and 1d6 for his excellent attack roll.

2d4 = 3,2 - the dagger
1d6 = 4 - the bonus damage
3+2+4= 9 total attack damage


His opponent has a Constitution of 6 and leather armor.
Con/2 +1 for armor = 4
This is subtracted from the damage attack leaving 5 penetrating damage.
The opponent is allowed a toughness roll to overcome the damage. He must roll over the total damage with his con die.

d6 = 5 - no luck

Opponent takes 5 damage. 1damage is stunned 2 damage is wounded 3 damage is mortally wounded.

5 damage - he's dead.


Sigurd - guess that's long but I think its right.
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