Monday, July 02, 2007

Savage Changes

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!

3 comments:

leptopus said...

I like #4. The current system gives more XP to people that accept failure, which doesn't quite seem genre to me.

Boze said...

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.

Womachka said...

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.