Savage Worlds House Rules

Main.SavageWorldsHouseRules History

Show minor edits - Show changes to output

March 21, 2018, at 11:01 AM by 104.251.247.127 -
Changed lines 1-49 from:
Return to [[Savage Worlds]]

----

'''''Savage Worlds''''' doesn't need a lot of tweaking, but there are few adjustments for the better that work in all (applicable) settings. Some of these are house rules, but some are official errata or clarifications. Note that this assumes the Deluxe (Explorer's Edition) rule set; it may change when the Black Edition comes out, if and when we switch to it.

!!!! Berserk

As a free action, you make attempt to ''succeed'' at a Smarts roll to go berserk. In addition, when wounded, you may decide (before rolling!) whether you're trying to resist (success = not berserk) or give in (success = berserk) before making the Smarts roll.

* In highly cinematic settings (ask the GM!) a new edge exists: '''Wild Berserker''' (Veteran, Berserk). While berserk, you get +4 to Toughness instead of +2!

!!!! Carrying Capacity and Pack Animals

The encumbrance rules are meant for humanoid PCs. For large, four-legged animals, multiply Carrying Capacity and Max Load by (Size + 1): double for Size +1, triple for Size +2, and so on.

!!!! Leadership Edges

The concept of a "command radius" makes sense in low-tech games, but not when you have radios. For any setting in which the characters are in constant, easy (no action to use) contact, Leadership edges apply to any teammate who (A) accepts you as their field commander, (B) you have instantaneous contact with, such as via radio or telepathy, and (C) you have an unobstructed view of.

* The '''Command Presence''' edge removes that last requirement, allowing you to advise even an unseen subordinate.

!!!! Lockpicking

This skill covers ''any'' means of breaking and entering, including forcing doors, overriding security systems, opening safes, and so on.

!!!! Natural Weapons

The edges '''Martial Artist, Brawler,''' and their improved versions do apply to attacks made with natural (racial) weapons. '''Martial Artist''' adds its d4 (or d6) to the existing attack -- to a maximum of four dice being added to Strength, as per ''Strength-Based Damage,'' below.

!!!! Shaken Recovery

If your Spirit roll to recover succeeds, you can act on the same turn. You do not need a raise. (This is an [[https://s3-us-west-2.amazonaws.com/peg-freebies/SW_FAQ_May_2015.pdf | official rules change/errata]].)

!!!! Strength-Based Damage

The maximum number of dice you can add to a Strength-based damage roll is four. If more dice than this would apply, use the best four. A flat add is unaffected. (This usually comes up only with a damage field.)

!!!! Telepathy and Language

The powers '''Mind Reading''' and '''Telepathy''' both work even if you don't share a language with the target. However, they do not actually translate anything (use '''Speak Language''' for that). Instead, they convey basic concepts only; e.g., "When you ask her where the safe house is, you get a mental image of a small fishing community, along with the sense that it's about a day's travel north."

!!!! Wounds and Soak

An attack can do five wounds of damage at most, before soak. That's still more than enough to kill you, but it gives wildcards at least a chance to survive an overkill attack via soak.

----

Return to [[Savage Worlds]]
to:
moved
March 21, 2018, at 10:50 AM by 104.251.247.127 -
Added lines 12-15:

!!!! Carrying Capacity and Pack Animals

The encumbrance rules are meant for humanoid PCs. For large, four-legged animals, multiply Carrying Capacity and Max Load by (Size + 1): double for Size +1, triple for Size +2, and so on.
March 16, 2018, at 10:16 AM by 104.251.247.127 -
Changed line 11 from:
* In highly cinematic settings (ask the GM!) a new edge exists: '''Wild Berserker''' (Veteran, Berserk). While berserk, you get a total of +4 to Toughness, ''but'' you can only make Wild Attacks (an extra -2 Parry, +2 Fighting, and +2 damage).
to:
* In highly cinematic settings (ask the GM!) a new edge exists: '''Wild Berserker''' (Veteran, Berserk). While berserk, you get +4 to Toughness instead of +2!
March 14, 2018, at 03:32 PM by 104.251.247.127 -
Changed lines 23-25 from:
!!!! Natural Attacks

The edges '''Martial Artist, Brawler,''' and their improved versions do apply to attacks made with natural weapons. '''Martial Artist''' adds its d4 (or d6) to the existing attack -- to a maximum of four dice being added to Strength, as per ''Strength-Based Damage,'' below.
to:
!!!! Natural Weapons

The edges '''Martial Artist, Brawler,''' and their improved versions do apply to attacks made with natural (racial) weapons. '''Martial Artist''' adds its d4 (or d6) to the existing attack -- to a maximum of four dice being added to Strength, as per ''Strength-Based Damage,'' below.
March 14, 2018, at 03:31 PM by 104.251.247.127 -
Added lines 18-21:

!!!! Lockpicking

This skill covers ''any'' means of breaking and entering, including forcing doors, overriding security systems, opening safes, and so on.
March 14, 2018, at 03:27 PM by 104.251.247.127 -
Changed lines 1-2 from:
Return to [[SavageWorlds]]
to:
Return to [[Savage Worlds]]
Added lines 7-12:
!!!! Berserk

As a free action, you make attempt to ''succeed'' at a Smarts roll to go berserk. In addition, when wounded, you may decide (before rolling!) whether you're trying to resist (success = not berserk) or give in (success = berserk) before making the Smarts roll.

* In highly cinematic settings (ask the GM!) a new edge exists: '''Wild Berserker''' (Veteran, Berserk). While berserk, you get a total of +4 to Toughness, ''but'' you can only make Wild Attacks (an extra -2 Parry, +2 Fighting, and +2 damage).

Changed lines 17-18 from:
* The Command Presence edge removes that last requirement, allowing you to advise even an unseen subordinate.
to:
* The '''Command Presence''' edge removes that last requirement, allowing you to advise even an unseen subordinate.
Changed lines 21-22 from:
The edges Martial Artist, Brawler, and their improved versions do apply to attacks made with natural weapons. Martial Artist adds its d4 (or d6) to the existing attack -- to a maximum of four dice being added to Strength, as per ''Strength-Based Damage,'' below.
to:
The edges '''Martial Artist, Brawler,''' and their improved versions do apply to attacks made with natural weapons. '''Martial Artist''' adds its d4 (or d6) to the existing attack -- to a maximum of four dice being added to Strength, as per ''Strength-Based Damage,'' below.
Changed lines 29-30 from:
The maximum number of dice you can add to a Strength-based damage roll is four. If more dice than this would apply, use the best four. A flat add is unaffected. (This usually comes up only with a Damage Field.)
to:
The maximum number of dice you can add to a Strength-based damage roll is four. If more dice than this would apply, use the best four. A flat add is unaffected. (This usually comes up only with a damage field.)
Changed lines 33-34 from:
The powers Mind Reading and Telepathy both work even if you don't share a language with the target. However, they do not actually translate anything (use Speak Language for that). Instead, they convey basic concepts only; e.g., "When you ask her where the safe house is, you get a mental image of a small fishing community, along with the sense that it's about a day's travel north."
to:
The powers '''Mind Reading''' and '''Telepathy''' both work even if you don't share a language with the target. However, they do not actually translate anything (use '''Speak Language''' for that). Instead, they convey basic concepts only; e.g., "When you ask her where the safe house is, you get a mental image of a small fishing community, along with the sense that it's about a day's travel north."
Changed line 41 from:
Return to [[SavageWorlds]]
to:
Return to [[Savage Worlds]]
March 14, 2018, at 03:21 PM by 104.251.247.127 -
Added lines 28-31:

!!!! Wounds and Soak

An attack can do five wounds of damage at most, before soak. That's still more than enough to kill you, but it gives wildcards at least a chance to survive an overkill attack via soak.
March 14, 2018, at 03:19 PM by 104.251.247.127 -
Added lines 13-16:
!!!! Natural Attacks

The edges Martial Artist, Brawler, and their improved versions do apply to attacks made with natural weapons. Martial Artist adds its d4 (or d6) to the existing attack -- to a maximum of four dice being added to Strength, as per ''Strength-Based Damage,'' below.

Added lines 21-27:
!!!! Strength-Based Damage

The maximum number of dice you can add to a Strength-based damage roll is four. If more dice than this would apply, use the best four. A flat add is unaffected. (This usually comes up only with a Damage Field.)

!!!! Telepathy and Language

The powers Mind Reading and Telepathy both work even if you don't share a language with the target. However, they do not actually translate anything (use Speak Language for that). Instead, they convey basic concepts only; e.g., "When you ask her where the safe house is, you get a mental image of a small fishing community, along with the sense that it's about a day's travel north."
March 14, 2018, at 03:16 PM by 104.251.247.127 -
Added line 10:
March 14, 2018, at 03:15 PM by 104.251.247.127 -
Changed line 10 from:
 * The Command Presence edge removes that last requirement, allowing you to advise even an unseen subordinate.
to:
* The Command Presence edge removes that last requirement, allowing you to advise even an unseen subordinate.
March 14, 2018, at 03:15 PM by 104.251.247.127 -
Added lines 7-11:
!!!! Leadership Edges

The concept of a "command radius" makes sense in low-tech games, but not when you have radios. For any setting in which the characters are in constant, easy (no action to use) contact, Leadership edges apply to any teammate who (A) accepts you as their field commander, (B) you have instantaneous contact with, such as via radio or telepathy, and (C) you have an unobstructed view of.
 * The Command Presence edge removes that last requirement, allowing you to advise even an unseen subordinate.

Changed line 14 from:
If your Spirit roll succeeds, you can act on the same turn. You do not need a raise. (This is an [[https://s3-us-west-2.amazonaws.com/peg-freebies/SW_FAQ_May_2015.pdf | official rules change/errata]].)
to:
If your Spirit roll to recover succeeds, you can act on the same turn. You do not need a raise. (This is an [[https://s3-us-west-2.amazonaws.com/peg-freebies/SW_FAQ_May_2015.pdf | official rules change/errata]].)
March 14, 2018, at 03:12 PM by 104.251.247.127 -
Added lines 1-14:
Return to [[SavageWorlds]]

----

'''''Savage Worlds''''' doesn't need a lot of tweaking, but there are few adjustments for the better that work in all (applicable) settings. Some of these are house rules, but some are official errata or clarifications. Note that this assumes the Deluxe (Explorer's Edition) rule set; it may change when the Black Edition comes out, if and when we switch to it.

!!!! Shaken Recovery

If your Spirit roll succeeds, you can act on the same turn. You do not need a raise. (This is an [[https://s3-us-west-2.amazonaws.com/peg-freebies/SW_FAQ_May_2015.pdf | official rules change/errata]].)


----

Return to [[SavageWorlds]]