Savage Worlds: Three Bad Things

Since I posted about three of my favorite specific rules in the Savage Worlds system, it’s only fair that I post about three things that I’m less enamored with.  I wouldn’t call them mistakes, but they’re things that I find don’t fit my gaming style very well.

  1. Order-Dependent Chargen
  2. Bennies
  3. Lack of Transparency in Probabilities

Order-Dependent Chargen

Because Attributes have an effect on the cost of Skills, and because Hindrances change the number of points you have available for either Skills or Attributes, it makes a difference what order you spend your points.  Moreover, the order laid out in the section on character generation makes it more likely you’ll have to go back and recalculate.  If you’re starting out with experienced characters, the problem is compounded because of the limits on how many advancements you’re allowed to spend on certain kinds of improvements per Rank, the minimum rank for certain Edges, and the fact that skill costs change when you’re paying with advancements instead of initial points.  Starting out with experienced characters isn’t necessarily that rare; in fact the rules recommend that if a PC dies you replace it with one with half the dead PC’s XP.

The correct order to generate a character with a minimum of back-and-forth is:

  • Decide on Race
  • Take Hindrances to see how many points you have to spend
  • Set your starting Attributes
  • Take your starting Edges. Make sure you take Background Edges now.
  • Buy up any skills that you need to meet the Edge requirements for starting Edges.
  • Spend your remaining initial skill points, spreading them across all the skills you want to take particularly for skills required by future Edges you want (the first d4 costs more after creation)
  • Spend the rest of your points from initial Hindrances (if any) on Skills
  • If it’s an experienced character, take all the Attribute level-ups you intend to (max 1 per rank)
  • If it’s an experienced character, take any Edges that you intend to that have Rank minimums
  • Spend the rest of your advances on Skills or Edges (technically you should actually be doing one advance at a time to make sure that you’re never spending an advance on something you don’t yet have the Rank or Attribute level for…bleah.  I’m insufficiently anal as a GM to require that.)

This doesn’t guarantee you won’t have to fiddle a bit, as you find out the character you envision is more expensive than you can afford, but I think should save you any realization that if only you’d put more into raising that stat, all those skills would have been cheaper, so that advance could have been spend on this Edge instead…Ultimately you probably want your initial Attributes as high as possible, and to take the one Attribute raise you’re allowed per Rank each Rank you advance.  For combat-capable melee characters I suspect that you want your Fighting as high as you can afford before you spend advances on Combat Edges.  Or at least, an extra die in Fighting is a +1 average to-hit and a +1 Parry while most Edges give you one or the other.

My ideal point-buy Char-Gen system would generate characters that are valid and optimal for that set of abilities no matter what order you spent the points in.  Differing Pre- and Post- creation rules and things that affect the price of other things screw that up.  Savage Worlds chargen isn’t as bad as some (GURPS in particular) in that regard, and there aren’t that many options, but it could be better.

Bennies

Bennies are SW’s Plot Points…meta-game resources that you can spend to get a re-roll or automatically perform certain actions (getting rid of the Shaken condition, for instance).

“But Bennies are so integral to the whole system, how can you like SW and dislike Bennies?” I hear you cry. As a GM I’m fine with them, but as a player I don’t like having meta-game resources to track, because I seldom have any idea of how I’m supposed to think of them in-character and I tend to prefer games where I can think in-character as much as possible.  So what I tend to do is hoard them, and use them only at pre-defined points, e.g. if the character is about to die and spending a Plot Point would fix that, spend the Plot Point.  Or if the character would desperately want X to succeed, spend a Plot Point.  What I prefer to avoid is the meta-game thinking along the lines of well, I have 4 PP left, so I can probably spend 2 on this combat and still have enough for the battle if we manage to catch up to their boss…  And unfortunately, Bennies work a lot like that, since they don’t carry over from session to session and they can be used at almost anything the character attempts.

Still, they’re not as bad as they could be; since they can only be used for certain well-defined game-effects such as making a soak roll, removing the Shaken condition, or getting a reroll on some kinds of rolls they do lend themselves to a slightly more in-character way of thinking (along the lines of how desperate the character is to succeed) rather than having to keep considering whether I the player want to exert narrative control and, e.g. make the bad-guy’s horse throw a shoe so the party can catch up.  Moreover, there is a clearly optimal way of spending them on soak rolls (always spend as soon as you take 1 Wound, before you have penalties) which helps further reduce the meta-game.

I wouldn’t try to remove them, because I think that would seriously break the system, but if I had been the designer I’d have tried to build it without them.

Lack of Transparency in Probabilities

Quick, what’s the chance of succeeding on a d8 Trait Test for an Extra?  What if you’re a Wild Card?  What’s your chance of getting at least one Raise?

It’s not the end of the world, and it’s not nearly as bad as some dice-pool systems where your odds of botching went up as your character got “better”, but all else being equal I prefer systems where you can eyeball it and say a +1 is 10% more likely to succeed.  That’s not something you could ever hope to change about SW, and there’s this handy chart to help when you’re trying to figure out how much worse it would be to give a monster an 8 Toughness than a 7, but it definitely puts the dice mechanic on the short list of things I like Savage Worlds despite and not because of.  On the plus side, players definitely enjoy the “exploding” open-ended dice rolls, much as they enjoy rolling Crits in other systems.

Savage Worlds: Three Good Things

Since Savage Worlds is my current favorite system, I thought I’d post about things that I like about the specifics of the SW rules. After all, there are lots of generic systems, lots of relatively simple systems (not actually “rules light”, but still on the simple end of things), lots of systems with good support and an active fan-base…so why Savage Worlds in particular?  There are lots of little bits I like, so I arbitrarily decided to talk about just my three favorites:

  1. The Wounds System
  2. Tricks and Tests of Will
  3. The Shaken Mechanic

The Wounds System

SW’s handling of damage is based on the simple idea of replacing frequent small steps with rarer larger ones. When you take damage that exceeds your Toughness by 4, or you take damage that at least matches your Toughness and you’re already Shaken, you take a Wound.  PCs and significant NPCs can take 3 Wounds before they’re incapacitated, non-significant NPCs can take 1.

It’s far from the first system to go that route, but to my mind it’s one of the simplest and most elegant.  While there’s a downside in that players can feel that they’re not “making progress” against a difficult (hard to hit or hard to damage) opponent, there’s a huge upside in reducing book-keeping and making combat feel less like an exercise in accounting.  Plus, the nuances of the combat system give the players strong tactical options to directly deal with the part of hurting the opponent they’re having difficulty with, which I find much more interesting to play out than a straight attrition race.

Tricks and Tests of Will

Tricks are opposed Agility or Smarts rolls to impose a -2 Parry on an opponent, Tests of Will are a Intimidate or Taunt skill roll against Spirit or Smarts to gain a +2 on your next action against that opponent; all require that you describe in RP terms what you’re doing that justifies the test.  Because of the nuances of the system, the two aren’t completely equivalent; in particular Tricks are much better when you want to help somebody else against that opponent.

I really like how these give non-combat optimized characters a chance to make significant contributions in combat.  Yes, regardless of the system the GM can always allow players to come up with ad hoc ways of doing that, but I think the point of a system is to streamline and regularize things to reduce the need for multiple ad hoc rulings every combat.  With Tricks and Tests of Will SW has two simple, flexible, yet significant ways non-combatants can aid in combat through role-play, not just dispensing buffs or healing.

The Shaken Mechanic

Shaken is a morale-related status-effect that occurs when you’ve taken damage, but not enough to wound you, or your focus is lost because of something like fear, intimidation, taunting, or being tricked.  When you’re shaken you’re easier to wound, and you can’t take any action except to move and try to get your composure back.  Frankly, I think this is brilliant.  It does have the downside of having the flavor of a compulsory personality mechanic, and some players just can’t stand those, but the SW gives you a number of different ways to beef your character up against being Shaken or to recover more quickly if your character conception is that you’re unflappable, with nerves of steel and ice-water in your veins.   Also, it doesn’t completely remove the character from your control; it just limits your options. The upside is that not only is it both more realistic (fighting to the death is really rare in the real-world, even in warfare) and more true to most adventure genres (where heroes do dive for cover when bullets fly, or get temporarily dazed by a good punch or nearby explosion) while opening the possibility for things to be more creepy when they are relentless murder machines instead of having that be the norm (SW has various ways of representing that, depending on whether they are merely immune to fear but can be shaken by damage, whether being shaken doesn’t make them easier to wound, if they recover faster, etc.) but it makes for a much more tactically interesting battle.  A lot of SW tactics revolve around trying to shake opponents or take advantage of their shaken condition, or preventing opponents from taking advantage of your being shaken until you recover.  It’s also nice and simple, not requiring the GM to litter the battle mat or his notes with sticky notes and annotations about what status effects are on which characters and what round they’ll wear off.  For a small extra complication it gives a lot of bang for the buck.

There’s lots more to like about Savage Worlds, but those three are the things that stand out enough that I’d probably steal them to apply to my home-brew if I (or my players) get tired of Savage Worlds.

Savage Worlds: Fantasy Character Generator Toolkit

I’ve always had a sneaking fondness for lifepath systems*, ever since back in the days of Traveller. I thought, and still think, there’s something cool about a system that was so hard-core you could actually die during character generation, and I whiled away many an hour in study-hall rolling up Traveller characters and joining the various services. Back then I wasn’t experienced enough, or parsimonious enough with my time, to even use all those characters as NPCs. Nope, I was purely rolling them for the fun of rolling them. It was almost like a slot machine: maybe this would finally be the one who could muster out with a suit of powered armor!

Much later on, I glommed onto a copy of Paul Jennell Jaquays’ Central Casting: Heroes of Legend (still got it around here somewhere), which was a non-system specific set of tables for coming up with a character history for a fantasy setting. I liked that idea so much that I went to the trouble of coding my own version of it in Python as part of an open-source generic table-roller program I wrote. The web version of that is still running here, though I don’t think anyone but the robot spiders ever hits it.

So I picked up the Savage Worlds Fantasy Character Generator Toolkit, and it’s probably no surprise that I like it, even though I doubt any of my players would want to use it. While it’s nowhere near as detailed (or as wacky) as the 180 or so pages of Heroes of Legend, it does a really good job of producing a playable Savage Worlds character with a background meaty enough to sink your roleplaying teeth into. You start out with a d4 in each of your attributes, and no skills, edges, or hindrances, and you go through the tables step-by-step, sometimes being directed to sub-tables or to roll a certain number of times on a specific table in a later step. Each entry in one of the tables tells you more about the character, and alters your attributes up or down, or assigns you extra dice in traits or specific edges or hindrances. Some of the time you have a choice as to how to split the dice or whether to roll, but it’s mostly mechanical. So far, none of the characters I’ve tried rolling have wound up as complete scrubs, and a couple have been well beyond what a Novice character could afford by the normal point-buy system. In fact, I’d say that on the whole the system is weighted to give you slightly better than normal characters as a compensation for the randomness of it all. On the other hand, the characters are decidedly not optimized for their roles; a mage is pretty much as likely to end up Burly, or a fighter to be Anemic, as anybody else, though everybody should end up with a fair degree of competence for a Novice in their profession.

As written, you don’t really have much of a choice as to what that profession is. You roll randomly for your family background, which might assign you a starting profession or the option of one; if not, then you roll randomly for your starting profession. Depending on your character’s age, you have a certain number of rolls to make on the specific chart for that profession; if you don’t like your profession after each roll you can roll again on the starting profession chart and if you prefer that one switch at the cost of one of your allowed rolls.

One obvious change to make if your players don’t mind a certain amount of random chargen but draw the line at being forced into a profession would be to just let them pick their starting profession. The tables aren’t so delicately balanced that forcing that one result throws things out of kilter.

Also, as written it requires a lot of rolling on tables…thirty or more rolls, and a lot of the rolls having to do with your family have no mechanical effect. A completist might want to roll for the birth order, current status and attitude towards you of each of your up to eight+1d3 siblings, but I’d say that most of the time you can write down the number and move on. If you want to know your own particular birth order, just roll a single 1dN (where n is the number of siblings including yourself). Depending on the kind of campaign you might also elect to skip things like determining the reason your family originally emigrated to the land of your birth.

If you like lifepath systems, and play Savage Worlds in a fantasy setting, I can whole-heartedly endorse this PDF (take it to Staples or someplace and get it spiral bound, though…loose pages are a pain in the butt to work with when you have to do a lot of flipping). I suspect that doesn’t describe all that many people, which is too bad, because it really is pretty well done. You’ll have to excuse me now, though…I’ve got to get back to seeing if I can roll up a character who starts with a nifty magic sword…

update: Cool!  You can actually die during character creation in the FCGT, too!

* RPG character generation systems that took you through the early life of the character, from circumstances of birth up through career training prior to the start of the game.

Arcane Background: Trooper

This is a new Savage Worlds Edge for the Elves & Espers setting:

Arcane Background: Trooper

Arcane Skill: Spellcasting (Spirit)

Starting Power Points:10

Starting Powers: 3

Troopers are powered-armor wearing shock troops.  Their focus is a MultiGun, capable of throwing various destructive magic.  They are also allowed to wear Powered Armor, though they don’t necessarily start with it.  Firing the MultiGun requires a SpellCasting roll that doubles as the Shooting Roll.

Troopers may take the Special Edge Powered Armor.  Each time they take Powered Armor they can upgrade their Armor with another 5 points of powers according to the power costs in Necessary Evil.  This starts from a base of 0, so the first thing they will probably do is buy several points of the Armor power.  Powers must make sense as coming from Powered Armor (albeit magic powered armor) so, e.g. Deflection would be ok, while Construct would not (donning the Armor can’t change you into a construct).   Powered Armor automatically has the Device limitation applied to every aspect of it, so gets no additional discount.  Other limitations applied to specific powers (e.g. Requires Activation, or Partial Protection) may be applied as normal. The Powered Armor Edge can be taken once per rank.

Backlash: On a roll of 1 on the Spellcasting Die (regardless of the Wild Die), the Trooper experiences magical backlash and is Shaken.  This can cause a wound.

Bonus: The Trooper automatically gets a discount of 1 Power Point (as if the Trooper had the Wizard Edge and rolled a raise) whenever he fires a single normal damage (2d6) Bolt from his MultiGun.  He must have at least 1 Power Point left in order to activate the spell, even though it will end up costing 0.  (So if he runs his power completely dry, he can’t keep firing forever.)  This doesn’t stack with the Wizard Edge should the Trooper have it.

Notes:

This Edge represents what the Trooper class was about in the previous incarnation of Elves & Espers.  Mechanically it’s pretty much identical to AB: Magic, except for the new special Powered Armor Edge it allows access to.  I’m a little concerned whether the Powered Armor Edge is too powerful (since it introduces powers from Necessary Evil, which is geared towards Super-Hero levels of power), but I’m hoping that by halving the initial points and making the Troopers worry about splitting their advances between making their MultiGun more effective, improving their Powered Armor, and anything else they might want it’ll be about on par with other characters who can specialize more.

Arcane Background: Roguechemist

or should that be Rogueomancy?

This is a new Savage Worlds Edge for the Elves & Espers setting:

Arcane Background: Roguechemist

Arcane Skill: Spellcasting (Smarts)

Starting Power Points:10

Starting Powers: 3

Roguechemists create magical potions, which they can then deliver with their gun, called a Caster.  Their primary devices are their Caster and their Bandoleer, which serves as a portable lab.  It takes an hour per spell rank to craft a potion, and the power points aren’t recovered until the potion is used or destroyed, at which point they return to the caster at the usual rate (generally one per hour).  The potions are actually powered by imps bound to the bandoleer, which is why the Power Points are consumed until the potion is actually used or disposed of so the imps can recover the power.

Roguechemists spells are limited to things that plausibly can be done with potions: armor, blast, boost/lower trait, etc.  No summoning, creation, or the like.  Also, no potions that duplicate purely Esper effects such as Telepathy, or Clairvoyance.

Backlash: None

Bonus: Roguechemists can use their Casters to deliver potions, giving them the range increments 12/24/48 (instead of 3/6/9 for a thrown potion) and using their Shooting skill.  Spells that have a range of Touch or Self must be drunk or smeared all over, and cannot be delivered via the Caster.

Notes:

This Edge represents what the Rogue class was about in the previous incarnation of Elves & Espers. Other than the special perk of ranged delivery with the Caster, Roguechemists operate just like AB: Alchemy from the SW Fantasy World Builder’s Guide.

Arcane Background: Robomancy

This is a new Savage Worlds Edge for the Elves & Espers setting:

Arcane Background: Robomancy

Arcane Skill: Spellcasting (Smarts)

Starting Power Points:10

Starting Powers: 1

Robomancers build and manipulate magical robots.  Their primary device is called a Workbot, a toolkit on treads that they use to create and control other robots.  Each Robomancer power is a separate device, generally a robot, but perhaps a remote or a tool; each power comes with its own Power Points equal to the inventor’s Power Points.

Robomancer powers must all make sense it terms of robots and gadgets, and may not duplicate any purely Esper effects such as Mind Reading or Puppet, though something like Clairvoyance in terms of a mobile spy-eye would be permissible.

Backlash: When a Robomancer rolls a 1 on his Spellcasting die (regardless of his Wild Die), the device has malfunctioned and cannot be used again until he repairs it, which requires a succesful Repair roll and 2d6 hours worth of work.

Notes:

This Edge represents what the Engineer class was about in the previous incarnation of Elves & Espers. It is essentially the AB: Wierd Science with new trappings.  The first Power that a Robomancer will usually take is Summon Robot, which is a new trapping for Shapechange as suggested in SW Fantasy World Builder’s Guide.  Instead of shapechanging into the creature, you summon one that will obey you for the duration of the spell. In the Robomancer’s case, they snap together a modular robot that has the abilities equivalent to the target creature and enough power to run for the duration of the spell.

Arcane Background: Technomancy

This is a new Savage Worlds Edge for the Elves & Espers setting:

Arcane Background: Technomancy

Arcane Skill: Spellcasting (Smarts)

Starting Power Points:10

Starting Powers: 3

Technomancers bind imps into devices in order to create magical technology.  Their primary device is called a Pentacorder, a slab about the size of a paperback book, with a pentacle permanently carved in it and an imp bound to it to cast spells at the Technomancer’s behest.

Backlash: When a Technomancer rolls a 1 on his Spellcasting die (regardless of his Wild Die), he is automatically Shaken. This can cause a wound.  In addition, if the Technomancer was casting a non-Divination spell, if the spell failed (after the Wild Die is taken into account) it costs an additional Power Point; if that would take the remaining Power Points below zero, there is no effect.

Bonus: Imps love to spy out secrets.  When a Technomancer gets a raise on any Divination spell, the cost of the spell is reduced by 1 Power Point. If the Technomancer also has the Wizard Edge, there is no additional benefit for Divination spells, though non-Divination spells still get the discount.

Notes:

This Edge represents what the Scientist class was about in the previous incarnation of Elves & Espers: Spock-like scanning and analyzing the world.  Other than the special perk for casting Divination spells, which are any information gathering spells, and penalty for non-Divination spells, this is the same as the AB: Magic in the core book.

Elves & Espers: The Concept

Elves & Espers was inspired by some of Jeff Rients’ posts on Encounter Critical and other “faux retro” games, and is my take on “What if D&D had been an SF game instead of fantasy?”   There would be Elves, Dwarves, Hobbits, and all that Tolkein stuff, but instead of going into dungeons armed with swords and magic, killing things and taking their stuff, they’d be going into dungeons armed with blasters and psionics, killing things and taking their stuff.  The technology of the setting would actually be based on magic, or at least Clarkean (sufficiently advanced to be indistinguishable from magic) tech with old school Thrilling Adventure Stories SF trappings.  You know: jet packs, space suits with bubble helmets, boxy robots with claws for hands carrying off Earth women, psychic powers without any of the mystical mumbo-jumbo, blast pistols and Giant Electronic Brains running cities.  With Elves.

I’m not hard-core enough to take it all the way back to white box D&D, despite that being where I got my start in RPGS, so I settled for Mentzer Basic D&D era mechanics.  I rejiggered the classes into Troopers (StarWars stormtroopers), Scientists (Spock), Rogues (Han Solo), Monks (Jedi), Espers (serving the MU and the healer role), and Engineers (Scotty).  Every class had some spell-casting ability, generally through a focus: e.g. Scientists were equipped with Pentacorders, which were boxes with an imp bound into a pentacle that functioned something like a tricorder.  Troopers had their MultiGun, letting them cast destructive spells like Magic Missile and Fireball.  Etc.

So what happened?

We played a couple of times.  I made an introductory scenario where the party were all exiles from a hidden domed city called the Enclave which dated back to pre-apocalyptic days (more or less ripped off from The Vault from Fallout, which I’ve never actually played but Doug once used as the basis for a disastrous campaign).  They were kicked out for having psych profiles that indicated that they were too restless and adventurous for the static social order of the Enclave, so they were teleported via a one-way gate to the outside world.  There was also some froo-fra about time running differently in the Enclave, so even if they found a way back in, everything they knew would be long gone.  (I’ve found that with my players, it pays to shut off avenues like that well in advance to keep them from getting any ideas.)  They appeared in the middle of a valley that had been the site of an ancient battle, the entire floor of the valley covered in the wreckage of vast war machines and bones..mostly human, elf, and hobbit, but with some unrecognizable types mixed in.  They had some adventures, first fighting off some Giant Sonic Caterpillars, then exploring a wrecked tank that was still active enough to toss ball lightning at them, and finally delving into an abandoned power-station.  And then we stopped.

There wasn’t any specific reason or incident, but I was finding it a bit of a chore to GM because I was trying to use an incompletely-baked hybrid of Classic D&D (hit-points, THAC0 and the like) with the SF elements and a more consistent trait test mechanic and I’m the only one in the group who really has any interest and enthusiasm for the retro systems and not just retro-ish settings.  It didn’t seem like helping me playtest my franken-classic rules was entirely fair to my players; if they were going to suffer through teething pains of play-testing a system, it really ought to be for something where the end result would be a system they’d actually want to use.  So we never officially ended the campaign, but each week as we decided what to play, Elves & Espers wasn’t coming up.

Recently, though, I was looking at my setting notes and deciding that I really liked some of the stuff I came up with, so I decided to try it again with Savage Worlds as the system.  SW seems to be poised to become our default system of choice.  Our group more or less divides into those who care about the mechanics, and those who only care that they don’t get in the way (and will just punt and tell somebody else to roll for them if it gets too involved).  So far several of us quite like SW, and nobody has any strong objections, but we’ll see how it holds up once that shiny-new-system smell has worn off.

Elves & Espers Character: Tank McSplatter

Tank McSplatter, of the Hobbit McSplatters

Player: Doug

Agility d6
Smarts d6
Spirit d6
Strength d6
Vigor d8

Edges:
AB: Trooper
Powered Armor (5 pts)
Fortunate (+1 Bennie)

Hindrances:
Small (-1 Pace)
Loyal
Heroic
Quirk

Skills:
d8 Arcane Casting
d6 Climbing
d6 Fighting
d4 Healing
d6 Intimidation
d6 Repair
d4 Shooting
d4 Survival

MultiGun Powers:
Bolt
Blast
Stun

Powered Armor Powers:
Armor +3
Flight (2 pts = Pace)
 
Items:
MultiGun
Powered Armor

Elves & Espers Character: Bongo

Bongo

Human Enforcer, male

Player: Elyssa

Agility d8
Smarts d4
Spirit d6
Strength d6
Vigor d6

Edges:
Quick
Quick Draw
Danger Sense

Hindrances:
Heroic
All Thumbs
Loyal

Skills:
d4 Climbing
d8 Fighting
d4 Intimidation
d6 Notice
d8 Shooting
d4 Survival
d4 Throwing

Items:
Blast Pistol
Longsword
Bow
Needle Rifle
Kevlar Vest