So I've gotten some information about rules tweaks to the next Savage Worlds edition (the previously mentioned Cheap edition.) Just though I'd preview them here for discussion, for no real important reason. :)
1) Not really a change, but a clarification. I knew about this one a while back, but decided not to change in the middle of FF. When a wild card is hit and he is already shaken, here is how it is supposed to happen: If the attacker does say, one wound, the WC takes ONE wound and stays shaken. If the attack JUST shakes the WC, then he takes a wound and is shaken. I think they way we do it (and trust me, the way it was worded in the book, a lot of others do it that way too) is more consistent and easier to understand. It is a little less deadly, but that cuts both ways. Not sure where I am about this "change."
2) The big change: The change to the current rules when you are incapacitated. The SW guys feel that the current rule is too confusing for a lot of folks. So now what will happen is that when you get INC, you will make a vigor roll (i presume modified by wounds and such) and that will tell you what happens to you. One advantage that they mentioned, is that it's now possible to take a temporary impairment but remain up. I guess it sounds ok. I know Brad never liked that it wasn't possible to knock a guy out from standing, because that would require a level 4 knockout blow, which is pretty deadly.
3) They are putting in a new set of chase rules. I'll have to reserve most of the judgment until I see them. Again they state it's a big point of confusion among new players. I feel the current rules are ok, but they seem to simulate airplane dogfights better than car chases.
4) Here's another biggie: Bennies no longer turn into XP. Now, we haven't really had a problem with this, but MANY Gm's have made this a house rule before. I'll lay out the reasoning: The current system rewards you for sitting back and hoarding your bennies. If say Matt uses up his bennies sailing the ship very well, he get's less XP. Also, with a set # of XP, it's easier for the GM to control the character growth speed. I suspect this to be the most controversial change. I'm leaning toward this one.
So, let's hear the opinions!
Monday, July 02, 2007
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3 comments:
I like #4. The current system gives more XP to people that accept failure, which doesn't quite seem genre to me.
Hahaha, that's an interesting way to put it. Personally, I doubt it would alter in any way how I hoard my bennies. I do not hoard them for xp, that's just a side effect. I hoard them because I live in fear of taking like 23 points of damage in one blow, reaching for a bennie to soak it, and finding my pile empty. It's actually an irrational fear, and I know it, but if I have less than three bennies in hand I start getting nervous and hoping we don't have a combat.
I'm all good with the changes. I would rather spend my bennies anyway if I could & will give me more incentive to take the edge that allows you to share bennies. That way I can give James some of the luck back that I stole from him.
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