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Alternate Savage Worlds Rolls

Started by crkrueger, April 22, 2015, 05:13:38 PM

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crkrueger

Ok, so experienced Savage Worlds GMs out there, tell me why these changes will make the world cease to exist as we know it.

1.  Remove the Wild Die and replace with Attribute die, so rolls will be Attribute+Skill instead of Skill+Wild.  Now the arguments I usually see are...
  • Don't mess with anything until you try it - yeah whatever.
  • It leads to super attributes over-ruling skills - understood
  • It leads to low attributes screwing you over - understood
2. Cap Attribute Die at Skill Die (takes care of problem above)
3. Have d4 Attributes still use d6 like Wild Die (takes care of problem above)
4. Do what I always do with "exploding dice", have a 4 on a d4 really be 3+reroll instead of 4+reroll, 8 on a d8 really be 7+reroll, etc...

These changes have the benefit of removing the funky holes in the probability, remove the wild die, so there is no narrative "extras vs. wild cards" classification, and ties attributes closer to skills.

So someone with a d12 Fighting, a d12 Strength and a Maul is going to BBQWTFPWN people, but will he do it a lot more than the d6+d12 guy will?  The effective -1 on the reroll will overall reduce raises across the board, so the higher die will be somewhat mitigated there.

If there's some mathematical monstrosity that will make Baby Jesus cry if I do this, please do tell.
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

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Bedrockbrendan

Quote from: CRKrueger;827475Ok, so experienced Savage Worlds GMs out there, tell me why these changes will make the world cease to exist as we know it.

1.  Remove the Wild Die and replace with Attribute die, so rolls will be Attribute+Skill instead of Skill+Wild.  Now the arguments I usually see are...
l.

We did something like this for a game called Slayers for Avalon (HERE). It produced some interesting changes. This was several years ago so I don't have the probability spread sheets. It worked well in our experience. People seemed to like it a lot.

i think if you did this with savage worlds the basic effect is it simply becomes less cinematic and more gritty (unless you are doing something else to give wild cards an edge on rolls). Also attributes and skills are equally important, which is something I don't have an issue with.

Bloody Stupid Johnson

4) is fine, its a different issue to the rest of it. I'd considered doing it if I could be bothered.

On 1) The main things you'd notice is that NPCs usually go from rolling just one die to two, so it'll slow down mass combats. If your game doesn't feature those much you may not care. They'll also hit more often - you may even want to increase Parry scores.
As you say it does also increase importance of attributes. Without checking the list I think some attributes may go up in value more than others e.g. I don't think Vigor modifies any skills. Also, Fighting in SW is based off Agility (not Strength) unless you're fiddling with that too.

All that aside yeah whatever, do what makes you happy. It'll probably work out.

MrHurst

4 is something I've done myself, though I typically only care about the fact it exploded once, if the die has rolled three or more times it's just a matter how how obscenely the roll succeeded even on a D4 unless you're trying to shiv a T-Rex.

I've seen people say that scaling the wild die to attribute has a tendency to make stat variances more extreme, to the point where unless you have serious penalties floating around people will just succeed at anything. It's going to be a GMing concern more than anything else, and expect characters who do one thing really, really well. In fact you may want to look into splitting agility out into a pair or more of sub stats to keep it from being the only stat anyone cares about.

The world won't implode, but the people who religiously stick to a target number of four aren't going to have much of a challenge ever.