Wednesday, September 21, 2016

Dramatic combat rules (Savage worlds)

I've been giving the quick combat rules some thought. On one hand I want to try them, on the other I just don't see myself only using them in a game. So I began thinking about how I could use both. When would the transition make sense?

So here is my idea, any time the player making an attack or combat roll of any kind aces a set number of times they get to go into quick combat mode as a kind of critical.

For example a GM could set the number at 4, any combat roll in that game that aces more that four times the player describes the dramatic combat by totally going Martin Riggs or john McClane and wrecking the whole scene.

Quick combat rules

Tuesday, September 20, 2016

Bennies in my games (SW)

I made a cheat sheet for my players, I thought it might be useful to others as well. This is just for my games, not me expressing my belief that the core rules are broken and in any need of changing or fixing.

Ways of earning bennies:

*Any time a player "invokes" or uses their own hindrance to complicate the story. For example: they give in to an addiction and lose a suspect they were watching. A player descides her phobia comes into play without the GM imposing it.

*Players can gain a bennie by choosing to fail a roll to further the story. Sometimes losing in a car chase will just make the story more interesting.

*The GM can offer a player a Bennie as a 'story complication' in exchange for a Bennie. Players may refuse the completion and Bennie by giving the GM a Bennie in exchange.

*Players may propose a story complication, the player describes a complication in the story that works against the party as a whole. If the GM agrees and runs with it every player effected gets a bennie. Maybe a rival gang shows up, or a trusted contact double crosses the party.

Ways of using bennies:

*Players can gain a reroll as per normal SW rules.

*Players can spend bennies to soak wounds per SW rules as normal.

*Players can spend a bennie to "remember" a piece of gear they packed.

*Players can spend a bennie to gain the benefit of an Edge for a single round.

*Players can spend a Bennie and get a "lucky break" this is entirely up to the GM, if the GM doesn't feel it's appropriate he will return the bennie. Otherwise he will describe or let the player describe something that is discovered or suddenly noticed in the players favor. It's also the GMs discretion to allow players To describe the lucky break and allow it or veto it.

*When players clearly have advantage against a weaker group, like a group of knight in disguise jumped by road side robbers. Or possibly a street gang trying to stop a party of prime street runners. Players can spend a bennie to use cinematic combat to resolve the combat.

Monday, September 19, 2016

Wild card villains and their minions.

I've been thinking about Bennie economy in my games. One thing I noticed is that I rarely give my wild card villains bennies. Often I forget or don't really find their use all that helpful. Most just get spent to soak or reroll and not much else.

Today an idea hit me, it may not be all that unique or useful to anyone else. I'm sharing it any way.

Most of my wild cards are leaders of a group of mooks. Like a goblin chieftain or shaman leading a mob of lesser non-wild card mooks.

From now on I'll treat the group of mooks as minions and an extension of the wild card. The wild card can spend it's bennies on the mooks in its group, not just on itself. Giving me a lot more opportunities to use those wildcard's Bennies.