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Savage Worlds (House Rules) Attributes directly impacting Skill rolls

Started by HMWHC, May 16, 2016, 12:18:14 PM

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tenbones

That's what I gathered. So I guess using these rules as proposed by Gwarh, would assume you're probably rolling the dice more often than might be necessary?

I don't profess to have enough experience to gauge how well SW scales. I own enough books like Interface Zero - which has full capital-scale ship combat, am I to presume it doesn't do this level of combat well?

Baulderstone

Quote from: tenbones;898297That's what I gathered. So I guess using these rules as proposed by Gwarh, would assume you're probably rolling the dice more often than might be necessary?

I don't profess to have enough experience to gauge how well SW scales. I own enough books like Interface Zero - which has full capital-scale ship combat, am I to presume it doesn't do this level of combat well?

SW works best at the heroic human level to street-level Supers. I don't have Interface Zero, but I don't think the scaling issue would be an issue though. SW has solid mass combat rules, but they are just the system being applied at a different level rather than trying to fit individual and mass combat on the same scale. I would assume the capital ship combat is the same thing. It probably operates on its own separate scale.

Coffee Zombie

I know the chief complaint among my SW play group was that Attributes didn't feel like they mattered enough. The one player described them as a tax you had to pay to focus on Skills, and that the efficiency of raising skills being so dependent on Attribute scores really punished pursuing character concepts. I think replacing the Wild Die with the Attribute would certainly help with this problem, but could really change the feel of the game. But hey, I think it sounds interesting enough that it's worth a shot.
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Orphan81

Quote from: Coffee Zombie;898677I know the chief complaint among my SW play group was that Attributes didn't feel like they mattered enough. The one player described them as a tax you had to pay to focus on Skills, and that the efficiency of raising skills being so dependent on Attribute scores really punished pursuing character concepts. I think replacing the Wild Die with the Attribute would certainly help with this problem, but could really change the feel of the game. But hey, I think it sounds interesting enough that it's worth a shot.

A lot of GMs and Players new to Savage Worlds ignore the Attributes in Savage Worlds and don't necessarily see how all of them are important, even outside of the skill costs, but it requires actually using all of the rules in the book.

Strength: For one, it covers how much you can carry, and this is important because SW is a bit of a stickler on encumbrance rules. Not even ranged attackers get off here, because larger ranged weapons inflict penalties on characters under the strength requirement.

Agility and Smarts: Agility and Smarts tricks can really turn the tide of battle, particularly against tough opponents. Many Edges also interact with these attributes. Smart Tricks in particular help non-combat characters contribute to combat by setting enemies up for their allies. Smarts and Agility are also used to resist tricks used by opponents.

Spirit: Less important thanks to the new Shaken rules, but very important if you're running a setting with any kind of Fear rules. Failing Fear checks in SW games can really fuck over your character...

Vigor: How tough you are, as well as wound soaking, no need to explain why this is important.
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