Savage Worlds General Rules

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Changed lines 5-53 from:
'''''Savage Worlds''''' doesn't need a lot of tweaking, but there are few adjustments for the better that work in all (applicable) settings. Some of these are house rules, but some are official errata or clarifications. Note that this assumes the Deluxe (Explorer's Edition) rule set; it may change when the Black Edition comes out, if and when we switch to it.

!!!! Berserk

As an action, you make attempt to ''succeed'' at a Smarts roll to go berserk. In addition, when wounded, you may choose to voluntarily fail the Smarts roll.

* In highly cinematic settings (ask the GM!) a new edge exists: '''Wild Berserker''' (Veteran, Berserk). While berserk, you get +4 to Toughness instead of +2!

!!!! Carrying Capacity and Pack Animals

The encumbrance rules are meant for humanoid PCs. For large, four-legged animals, multiply Carrying Capacity and Max Load by (Size + 1): double for Size +1, triple for Size +2, and so on.

!!!! Explosions and Other Area Attacks

The roll to evade an explosion is at -3 (instead of -2) if you're more than one full game-inch away from the edge of the burst template. This has no effect on the roll to pick up a grenade and throw it back.

!!!! Leadership Edges

The concept of a "command radius" makes sense in low-tech games -- but not when you have radios, telepathy, or any other means of easily (no action required) remaining in constant contact with no delay or lag. For any setting in which this applies, Leadership edges apply to any teammate who (A) accepts you as their field commander, (B) you are in constant contact with, and (C) you have an unobstructed view of.

* The '''Command Presence''' edge removes that last requirement, allowing you to advise even an unseen subordinate.

!!!! Lockpicking

This skill covers ''any'' means of breaking and entering, including forcing doors, overriding security systems, opening safes, and so on.

!!!! Natural Weapons

The edges '''Martial Artist, Brawler,''' and their improved versions do apply to attacks made with natural (racial) weapons. '''Martial Artist''' adds its d4 (or d6) to the existing attack -- to a maximum of four dice being added to Strength, as per ''Strength-Based Damage,'' below.

!!!! Shaken Recovery

If your Spirit roll to recover succeeds, you can act on the same turn. You do not need a raise. (This is an [[https://s3-us-west-2.amazonaws.com/peg-freebies/SW_FAQ_May_2015.pdf | official rules change/errata]].)

!!!! Sniping

When taking the Aim maneuver with a personal (not vehicular) weapon, you may multiply its normal range increments by 4. However, instead of shooting at +2 to skill, you shoot at -6 (or -8 if it's a weapon without a scope, like a pistol) ''in addition'' to range penalties (based on the new ranges).

!!!! Strength-Based Damage

The maximum number of dice you can add to a Strength-based damage roll is four. If more dice than this would apply, use the best four. A flat add is unaffected. (This usually comes up only with a damage field; if you prefer, you can resolve the damage field as a separate, linked attack instead.)

!!!! Telepathy and Language

The powers '''Mind Reading''' and '''Telepathy''' (from Savage Rifts) both work even if you don't share a language with the target. However, they do not actually translate anything (use '''Speak Language''' for that). Instead, they convey basic concepts only; e.g., "When you ask her where the safe house is, you get a mental image of a small fishing community, along with the sense that it's about a day's travel north."

!!!! Wounds and Soak

An attack can do five wounds of damage at most, before soak. That's enough to kill you, but it gives wildcards at least a chance to survive an overkill attack via soak. For an NPC with more than a three-wound limit, this cap is raised to (wound limit + 2) wounds.
to:
You're here looking for our group's ''Savage Worlds'' house rules, but for which version?

!! [[SWADE General Rules]]
-> Savage Worlds ADventure Edition (current edition)

!! [[SWD General Rules]]
-> Savage Worlds Deluxe (previous edition)
August 06, 2018, at 01:14 PM by 45.43.101.69 -
Changed line 53 from:
An attack can do five wounds of damage at most, before soak. That's still more than enough to kill you, but it gives wildcards at least a chance to survive an overkill attack via soak.
to:
An attack can do five wounds of damage at most, before soak. That's enough to kill you, but it gives wildcards at least a chance to survive an overkill attack via soak. For an NPC with more than a three-wound limit, this cap is raised to (wound limit + 2) wounds.
August 03, 2018, at 07:04 AM by 67.98.187.69 -
Added lines 38-41:

!!!! Sniping

When taking the Aim maneuver with a personal (not vehicular) weapon, you may multiply its normal range increments by 4. However, instead of shooting at +2 to skill, you shoot at -6 (or -8 if it's a weapon without a scope, like a pistol) ''in addition'' to range penalties (based on the new ranges).
July 14, 2018, at 05:49 PM by 23.251.76.202 -
Changed line 41 from:
The maximum number of dice you can add to a Strength-based damage roll is four. If more dice than this would apply, use the best four. A flat add is unaffected. (This usually comes up only with a damage field.)
to:
The maximum number of dice you can add to a Strength-based damage roll is four. If more dice than this would apply, use the best four. A flat add is unaffected. (This usually comes up only with a damage field; if you prefer, you can resolve the damage field as a separate, linked attack instead.)
April 25, 2018, at 07:14 AM by 74.221.181.145 -
Changed line 45 from:
The powers '''Mind Reading''' and '''Telepathy''' both work even if you don't share a language with the target. However, they do not actually translate anything (use '''Speak Language''' for that). Instead, they convey basic concepts only; e.g., "When you ask her where the safe house is, you get a mental image of a small fishing community, along with the sense that it's about a day's travel north."
to:
The powers '''Mind Reading''' and '''Telepathy''' (from Savage Rifts) both work even if you don't share a language with the target. However, they do not actually translate anything (use '''Speak Language''' for that). Instead, they convey basic concepts only; e.g., "When you ask her where the safe house is, you get a mental image of a small fishing community, along with the sense that it's about a day's travel north."
April 25, 2018, at 07:14 AM by 74.221.181.145 -
Added lines 16-19:

!!!! Explosions and Other Area Attacks

The roll to evade an explosion is at -3 (instead of -2) if you're more than one full game-inch away from the edge of the burst template. This has no effect on the roll to pick up a grenade and throw it back.
March 23, 2018, at 10:27 AM by 104.251.247.127 -
Changed line 19 from:
The concept of a "command radius" makes sense in low-tech games, but not when you have radios. For any setting in which the characters are in constant, easy (no action to use) contact, Leadership edges apply to any teammate who (A) accepts you as their field commander, (B) you have instantaneous contact with, such as via radio or telepathy, and (C) you have an unobstructed view of.
to:
The concept of a "command radius" makes sense in low-tech games -- but not when you have radios, telepathy, or any other means of easily (no action required) remaining in constant contact with no delay or lag. For any setting in which this applies, Leadership edges apply to any teammate who (A) accepts you as their field commander, (B) you are in constant contact with, and (C) you have an unobstructed view of.
March 23, 2018, at 10:25 AM by 104.251.247.127 -
Changed line 9 from:
As a free action, you make attempt to ''succeed'' at a Smarts roll to go berserk. In addition, when wounded, you may decide (before rolling!) whether you're trying to resist (success = not berserk) or give in (success = berserk) before making the Smarts roll.
to:
As an action, you make attempt to ''succeed'' at a Smarts roll to go berserk. In addition, when wounded, you may choose to voluntarily fail the Smarts roll.
March 21, 2018, at 11:01 AM by 104.251.247.127 -
Added lines 13-16:
!!!! Carrying Capacity and Pack Animals

The encumbrance rules are meant for humanoid PCs. For large, four-legged animals, multiply Carrying Capacity and Max Load by (Size + 1): double for Size +1, triple for Size +2, and so on.

Changed lines 19-20 from:
The concept of a "command radius" makes sense in low-tech games, but not in settings where the characters have radios, telepathy, or any other means of remaining in constant contact without using an action. For such a setting, Leadership edges apply to any teammate who (A) accepts you as their field commander, (B) you are in constant contact with, and (C) you have an unobstructed view of.
to:
The concept of a "command radius" makes sense in low-tech games, but not when you have radios. For any setting in which the characters are in constant, easy (no action to use) contact, Leadership edges apply to any teammate who (A) accepts you as their field commander, (B) you have instantaneous contact with, such as via radio or telepathy, and (C) you have an unobstructed view of.
Changed line 37 from:
The maximum number of dice you can add to a Strength-based damage roll is four. If more dice than this would apply, use the best four. A flat add is unaffected. (If the extra dice are coming from a damage field, you may ''either'' pool all the dice and take the four best, ''or'' treat the damage field as a separate, follow-up attack.)
to:
The maximum number of dice you can add to a Strength-based damage roll is four. If more dice than this would apply, use the best four. A flat add is unaffected. (This usually comes up only with a damage field.)
March 19, 2018, at 12:03 PM by 104.251.247.127 -
Changed line 33 from:
The maximum number of dice you can add to a Strength-based damage roll is four. If more dice than this would apply, use the best four. A flat add is unaffected. (If the extra dice are coming from a damage field, you may ''either'' pool them all and take the four best, ''or'' treat the damage field as a separate, follow-up attack.)
to:
The maximum number of dice you can add to a Strength-based damage roll is four. If more dice than this would apply, use the best four. A flat add is unaffected. (If the extra dice are coming from a damage field, you may ''either'' pool all the dice and take the four best, ''or'' treat the damage field as a separate, follow-up attack.)
March 19, 2018, at 12:02 PM by 104.251.247.127 -
Added line 16:
March 19, 2018, at 12:02 PM by 104.251.247.127 -
Changed lines 15-16 from:
The concept of a "command radius" makes sense in low-tech games, but not when you have radios. For any setting in which the characters are in constant, easy (no action to use) contact, Leadership edges apply to any teammate who (A) accepts you as their field commander, (B) you have instantaneous contact with, such as via radio or telepathy, and (C) you have an unobstructed view of.
to:
The concept of a "command radius" makes sense in low-tech games, but not in settings where the characters have radios, telepathy, or any other means of remaining in constant contact without using an action. For such a setting, Leadership edges apply to any teammate who (A) accepts you as their field commander, (B) you are in constant contact with, and (C) you have an unobstructed view of.
March 19, 2018, at 11:56 AM by 104.251.247.127 -
Changed line 33 from:
The maximum number of dice you can add to a Strength-based damage roll is four. If more dice than this would apply, use the best four. A flat add is unaffected. (This usually comes up only with a damage field.)
to:
The maximum number of dice you can add to a Strength-based damage roll is four. If more dice than this would apply, use the best four. A flat add is unaffected. (If the extra dice are coming from a damage field, you may ''either'' pool them all and take the four best, ''or'' treat the damage field as a separate, follow-up attack.)
March 19, 2018, at 11:56 AM by 104.251.247.127 -
Added lines 1-45:
Return to [[Savage Worlds]]

----

'''''Savage Worlds''''' doesn't need a lot of tweaking, but there are few adjustments for the better that work in all (applicable) settings. Some of these are house rules, but some are official errata or clarifications. Note that this assumes the Deluxe (Explorer's Edition) rule set; it may change when the Black Edition comes out, if and when we switch to it.

!!!! Berserk

As a free action, you make attempt to ''succeed'' at a Smarts roll to go berserk. In addition, when wounded, you may decide (before rolling!) whether you're trying to resist (success = not berserk) or give in (success = berserk) before making the Smarts roll.

* In highly cinematic settings (ask the GM!) a new edge exists: '''Wild Berserker''' (Veteran, Berserk). While berserk, you get +4 to Toughness instead of +2!

!!!! Leadership Edges

The concept of a "command radius" makes sense in low-tech games, but not when you have radios. For any setting in which the characters are in constant, easy (no action to use) contact, Leadership edges apply to any teammate who (A) accepts you as their field commander, (B) you have instantaneous contact with, such as via radio or telepathy, and (C) you have an unobstructed view of.

* The '''Command Presence''' edge removes that last requirement, allowing you to advise even an unseen subordinate.

!!!! Lockpicking

This skill covers ''any'' means of breaking and entering, including forcing doors, overriding security systems, opening safes, and so on.

!!!! Natural Weapons

The edges '''Martial Artist, Brawler,''' and their improved versions do apply to attacks made with natural (racial) weapons. '''Martial Artist''' adds its d4 (or d6) to the existing attack -- to a maximum of four dice being added to Strength, as per ''Strength-Based Damage,'' below.

!!!! Shaken Recovery

If your Spirit roll to recover succeeds, you can act on the same turn. You do not need a raise. (This is an [[https://s3-us-west-2.amazonaws.com/peg-freebies/SW_FAQ_May_2015.pdf | official rules change/errata]].)

!!!! Strength-Based Damage

The maximum number of dice you can add to a Strength-based damage roll is four. If more dice than this would apply, use the best four. A flat add is unaffected. (This usually comes up only with a damage field.)

!!!! Telepathy and Language

The powers '''Mind Reading''' and '''Telepathy''' both work even if you don't share a language with the target. However, they do not actually translate anything (use '''Speak Language''' for that). Instead, they convey basic concepts only; e.g., "When you ask her where the safe house is, you get a mental image of a small fishing community, along with the sense that it's about a day's travel north."

!!!! Wounds and Soak

An attack can do five wounds of damage at most, before soak. That's still more than enough to kill you, but it gives wildcards at least a chance to survive an overkill attack via soak.

----

Return to [[Savage Worlds]]