Tackling Savage Worlds Problems:
How would you do this while still keeping the system more or less in tact?
Back to the future:I have a science fiction game that I enjoy running. Its a hack of 3 difference systems. I started the game in Mongoose traveler, but I couldnt get a handle on combat. Don't get me wrong here. Mongoose traveler is very nice. I know Hero games system better, so I moved the characters over to that system. I finally have a good space combat system which is based on Starmada. I am going to continue my search for a good system that has some not overly detailed space combat, and interesting general rules. I am making a stop at the Savage worlds system and trying to mull over the problems I encounter as a player and GM. Savage Worlds, Savage Traveller is still a candidate. Here we go:
Bennies, or not every one is an Oscar winning actor/comedian:
Bennies are nice, and I think shouldn't removed from the game. Bennies are good for usually 1 group of badguys, but they aren't easily replaced unless your GM wants to award good humor, and I usually dont do that as a DM. Instead of giving them out for humor, stick with the 3 Bennies at the game beginning and then give out 1 free Bennies every scene or 2.
Now you see him. Now you don't:
Bennies are nice, and I think shouldn't removed from the game. Bennies are good for usually 1 group of badguys, but they aren't easily replaced unless your GM wants to award good humor, and I usually dont do that as a DM. Instead of giving them out for humor, stick with the 3 Bennies at the game beginning and then give out 1 free Bennies every scene or 2.
Now you see him. Now you don't:
Insta-killed
players. Instakill occurs when a villain rolls 3 or so exploding damage
dice in a row. Rare, but it happens. Sometimes it happens less rarely.
In any case I don't like it either, Its too random. Sometimes Mooks do a
bit too much damage on exploding damage dice. We need something to
replace the exploding die. Here's a thought. Instead of incurring more
than 1 wound per mook, I suggest just loosing round or half round action
per wound.
The Orck (rock) of Gibraltar:
Heres
another point. Some monsters that you just cant damage. This is due to
high armor. I have never liked that rule. I ran into this problem while
DMing a scene where a mummy showed up. I realized that 12 armor could
rarely be reached, even if the parry was down low. Heres my solution.
My solution is the Signature move and defense.
Witness my spinning, fast, climbing, tumbling sword strike:
Witness my spinning, fast, climbing, tumbling sword strike:
The
signature
offers instant RAISES. There could be a couple of different levels of
RAISES. One way would be to possibly tied the number or power of your
signature attempts to your character level. Example: a Green leveled
troopie would get a signature shoot from his gun. Thats 1 instant raise.
If he goes into combat with the bigbadguy for 2 rounds, he gets a
double raise when he finally attempts the killing shot. You can view
that as sort of a build up. if you havent used your bennies, then you
can spend 3 on a signature raise. So whats the cost? Providing the
players Thor's hammer may make the game less interesting in the long
run. Critters that are too easy to kill, especially the big bad guy is
anti-climactic. We still have to keep the excitement in the game.
Good Wildcard/Aces Bad Wildcards/Badguys:
The
players are suppose to be wildcards, I think that's what you call them.
We get that extra wild die to roll. I like it. Before veteran level you
can expect to fail rolls. That's fine by me. It means that in
situations you have to rely on your player intelligence rather than rely
on dice rolls. That's tough to do sometime on a weeknight when the
players have no interest in using the brain, I am a prime example of an
exhausted player on a week night.
In champions, also, the players can get knocked out fairly easy by an over eager master villain.
How do we tame the Bad Wildcard master villains with out gimping him?
This is a sophisticated task for the GM. Not all Villains fight outright, and some of them will spring lots of traps, before they fight as a last option. If you happen to play Lego Batman 2, you can watch the the mini villains unleash waves of hoodlums and traps before the villain is force to join (and be defeated) in combat
This is a sophisticated task for the GM. Not all Villains fight outright, and some of them will spring lots of traps, before they fight as a last option. If you happen to play Lego Batman 2, you can watch the the mini villains unleash waves of hoodlums and traps before the villain is force to join (and be defeated) in combat
So whats left? did we keep the game in tact? Its hard to say. Your opinions are welcome
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