Savage Worlds - Things for me to Remember

cbwjm

Seb-wejem
I'm going to be running a game of savage worlds set in Star Trek. As much as I like the system, I've never run/played it before (always 5e or other DnD). While I fully expect my group and I to make mistakes, are there any rules you'd recommend keeping in mind.

I have a cheat sheet with a number of rules for the players (and myself to use) for actions in combat but I've also found some rules that were a little hidden like if you hit someone with a raise, you roll an extra d6 for damage. I'm rereading the book but I'm just wondering if there were any other rules like that which I may have missed that people here think might be important.
 

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aramis erak

Legend
I'm going to be running a game of savage worlds set in Star Trek. As much as I like the system, I've never run/played it before (always 5e or other DnD). While I fully expect my group and I to make mistakes, are there any rules you'd recommend keeping in mind.

I have a cheat sheet with a number of rules for the players (and myself to use) for actions in combat but I've also found some rules that were a little hidden like if you hit someone with a raise, you roll an extra d6 for damage. I'm rereading the book but I'm just wondering if there were any other rules like that which I may have missed that people here think might be important.
It's very easy for what may be appropriate for player A to be an almost unhitttable foe for B...
Change soak and defense carefully.
 

  • High toughness is not fun to play against.
  • Give out Bennies often.
  • Don’t use GM Bennie’s to Soak, use them on attack and damage.
  • The system is rigged in favor of player success. Don’t fight it.
  • +2/-2 or +4/-4 is really the only set of modifiers you need.
  • Everyone gets to try and sluff Shaken when their turn starts if they are currently Shaken.
  • Fatigue is more dangerous than you think it is.
  • Tests in combat can be just as valuable as attacks.
  • Skills are used actively. Attributes are used passively for thing like resisting effects.
 


cbwjm

Seb-wejem
  • High toughness is not fun to play against.
  • Give out Bennies often.
  • Don’t use GM Bennie’s to Soak, use them on attack and damage.
  • The system is rigged in favor of player success. Don’t fight it.
  • +2/-2 or +4/-4 is really the only set of modifiers you need.
  • Everyone gets to try and sluff Shaken when their turn starts if they are currently Shaken.
  • Fatigue is more dangerous than you think it is.
  • Tests in combat can be just as valuable as attacks.
  • Skills are used actively. Attributes are used passively for thing like resisting effects.
Thanks, I'll keep all of this in mind. I'm happy for it to favour the players, hoping for a fun night.
 

aramis erak

Legend
Fatigue is particularly evil as a damage type. It's bad enough when it's a result of long term actions or paranormal.
Any total modifier over +4 is axiomatically going to succeed; it's time to just say "yes," unless the quality of the result is important.

One thing I found real handy to have is a 4 column table for raises. It means not having to calculate them, saves maybe 2-3 seconds. Find the adjusted TN, and each line you're crossing from TN to not exceed the roll, one raise.
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I put it next to a skill list with the current setting's skills and core skills on an index card, because I always like having the skill list when GMing.

The initiative system works well... and builds suspense in short combats... you don't know when you'll go until you're drawn. Also, remember that the reshuffle only happens when one or both jokers have been dealt and revealed, or the deck has run out (which indicates both have been dealt in that round) and you need more cards - in which case, after the round, another redeal for the cards. Shuffling every round actually is a slowdown.

Use suitable groups of NPCs sharing a card - it speeds up the initiative process. Not doing so can grind middling sized but even low threat encounters to a crawl.

It's designed for a pulp feel - the protagonists and maybe the bigbad and a couple lieutenants are the only ones who make sound tactical plans. Therefore, don't work on minion tactics - just do what seems the most obvious and resolve it as fast as possible, so the PCs can mow them down in a timely manner.

Once players are used to the initiative, If a player isn't ready promptly on their initiative, ask if you can move on and they can take their turn after another's at any later point. (The hold action rule... applied for play speed.)
 

cbwjm

Seb-wejem
Fatigue is particularly evil as a damage type. It's bad enough when it's a result of long term actions or paranormal.
Any total modifier over +4 is axiomatically going to succeed; it's time to just say "yes," unless the quality of the result is important.

One thing I found real handy to have is a 4 column table for raises. It means not having to calculate them, saves maybe 2-3 seconds. Find the adjusted TN, and each line you're crossing from TN to not exceed the roll, one raise.
4567
891011
12131415
16171819
20212223
24252627
I put it next to a skill list with the current setting's skills and core skills on an index card, because I always like having the skill list when GMing.

The initiative system works well... and builds suspense in short combats... you don't know when you'll go until you're drawn. Also, remember that the reshuffle only happens when one or both jokers have been dealt and revealed, or the deck has run out (which indicates both have been dealt in that round) and you need more cards - in which case, after the round, another redeal for the cards. Shuffling every round actually is a slowdown.

Use suitable groups of NPCs sharing a card - it speeds up the initiative process. Not doing so can grind middling sized but even low threat encounters to a crawl.

It's designed for a pulp feel - the protagonists and maybe the bigbad and a couple lieutenants are the only ones who make sound tactical plans. Therefore, don't work on minion tactics - just do what seems the most obvious and resolve it as fast as possible, so the PCs can mow them down in a timely manner.

Once players are used to the initiative, If a player isn't ready promptly on their initiative, ask if you can move on and they can take their turn after another's at any later point. (The hold action rule... applied for play speed.)
That chart is a great idea, I will definitely make a copy for my notes.

Good idea with the initiative when a player isn't ready, the hold action makes it easy to skip and let them slip in when they're ready.

My bad guys should be all pretty straight forward in their actions. The big fight at the end will be against another ship and even that has straight forward actions.
 


cbwjm

Seb-wejem
That's the Adventure edition, right? If so, I'm set. I have some of the older books and have run into a few differences.
 

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