This is an attempt to bring some immediate actions and reactions into Savage Worlds. Originally there was a plan to allow any action, and generating a -1 penalty on all rolls in response, but it slowed down the game drastically.
I think in doing this, I wanted to create a very reactive, more martial, environment akin to say Star Wars or Avatar the Last Airbender. The idea is that these are mechanics to implement for a campaign, but can also just be Edges that require Agility d8, Fighting d8.
Lemme know what you think?
On a turn other than your own, you may borrow a future action in order to block damage before it is rolled. You may add +1 to your Toughness, and take a -2 penalty to rolls on your next turn. On your next turn, you have 1 less action. This can reduce your actions to 0.
On a turn other than your own, you may borrow a future action in order to block an attack before it is rolled. You may add +1 or +2 to your Parry, and take a similar penalty of -1 or -2 to rolls on your next turn. On your next turn, you have 1 less action. This can reduce your actions to 0.
On a turn other than your own, you may borrow a future action in order to counter an attack before it is rolled. Roll an attack at -1 and compare it to the enemy attack. The loser misses as the winner rolls their damage at +2. You take a -1 penalty on all rolls until the end of your next turn. On your next turn, you have 1 less action. This can reduce your actions to 0.
The soldier swings down their heavy sword at you. You have 2 Wounds, and this hit could be fatal. *Roll* You’re going to be taking 2 Wounds to take you out of combat.
“I raise my shield, catching the brunt of the attack with it and directing the Wounds into Breaks.”
Your shield shatters and you are flung off to the side–breathless, but alive.
Gear Break is about giving the players engaging options and choice in a very swords and (optionally) sorcery world. If you’ve ever made a character, you likely chose a weapon early on and stuck with it all the way until you get an upgraded/magical version of it, never really seeing it outside of battle. Never really caring or making any choice about it aside from when you’re going to swing it.
Let’s change that.
I wanted to make choosing weapons and gear more impactful than making one decision at the beginning of the game and not thinking about it. Since Savage Worlds doesn’t get limited by weapon proficiency, having more/a variety of weapons and armor is not a bad idea.
The idea behind the system is to allow the players to get into dangerous fights while having the fallback of your gear and armor to reduce your wounds as well as Soak. It allows an engaging choice-imperative battle where you can choose your gear to take the damage at the expense of placing yourself at higher risk. It allows you to make the split decision of letting your shield take the blow and shattering, or chance having your weapon given by your childhood friend waiting for you back home take the blow and shatter into a million pieces the next round.
Well either way, here you go.
Read More »
Time for some weapons for Savage Worlds.
I’m all sorts of hyped for Savage Worlds Adventure Edition, but thinking about it all just leads me to remember all the elements of Savage Worlds I felt could have used improvement. Part of that included the weaponry section.
One of the most common complaints I heard about the weapons was that the stats often didn’t make a lot of sense, or the cost of the weapons in the list didn’t make a lot of sense. An example being the maul causing 400 monies vs a longsword costing 300. Or various things like a Rapier dealing the same damage as a Dagger.
Etc etc so I wrote down my own.
Read More »
Everyone’s excited about the latest Chase Rules for Savage World’s Adventurers edition but tbh I’m not a fan, despite being about Fast!Furious!Fun! it feels and reads a bit clunky. So here’s mine. I’ve been using this system for Pathfinder and D&D 5e and recently adapted it for Savage Worlds.
Read More »