| View previous topic :: View next topic |
| Author |
Message |
Nimblegrund Novice

Joined: 11 May 2012 Posts: 22
|
Posted: Fri Jun 29, 2012 5:24 am Post subject: Rules for Noobs to look out for... |
|
|
I recently realized that damage rolls in SW are supposed to be added together, rather than taken separately like most rolls are. The paragraph in my copy of Savage Worlds describing damage doesn't seem to make this abundantly clear... It's actually more clear in the quick start rules than in the main rulebook.
So I was just wondering if there was anything else I should keep an eye out for? |
|
| Back to top |
|
 |
Enno Veteran

Joined: 29 May 2006 Posts: 516 Location: Ulm, Germany
|
Posted: Fri Jun 29, 2012 6:02 am Post subject: |
|
|
Mastering the system is a task every player and GM has to manage on his own, and in his own pace.
Depending on the genres you prefer to play concentrate on the basics: Tricks, trappings, tests of will, bennies (from use to a good bennie flow in play), wounds/shaken, soaking, combat options, special maneuvres, etc
Then go onward from there.
Always remember, that mastering the game is a continous process. Even after a decade i'm still honing my skills in the game, as there are many interconnections between the rules you only notice after a long time playing.
For the beginning it is always a good idea, that EVERY player has a printed copy of the Combat Survival Guide available.
The rest is practice. And change the genres from time to time. Pinnacle and the licensees host many small and one-sheet adventures, that are ideal for this purpose.
Have fun!  _________________ There are 10 types of people in the world: Those who know binary and those who don't. |
|
| Back to top |
|
 |
amerigoV Veteran
Joined: 06 Jul 2009 Posts: 667 Location: Columbus, Ohio
|
Posted: Fri Jun 29, 2012 6:43 am Post subject: |
|
|
Keep an eye out that people are not adding the Wild Die to the Trait die - its an easy thing to do.
Running die does not get a Wild Die, nor does the running die Ace
As GM, resist making too many Wild Card / high toughness / high parry monsters. Your game will grind to a halt very quickly.
Don't be afraid to spend your Bennies - its better to succeed at what you are doing instead of waiting to be hit.
As GM, horde your Bennies and generally only use them to reroll to succeed. Everytime the GM spends a Bennie to Soak, you are trying to nullify something good the Player/PC did (I'm not saying don't soak, but think before you do) _________________ I call Shinanigans! |
|
| Back to top |
|
 |
Thunderforge Veteran
Joined: 24 Sep 2009 Posts: 927
|
Posted: Fri Jun 29, 2012 10:44 am Post subject: |
|
|
| amerigoV wrote: | | Running die does not get a Wild Die, nor does the running die Ace |
The first time you have someone running an extra 30 squares in one round makes it abundantly clear that it's not supposed to work like that! _________________ Wild Card Creator: Any PDF. Any Setting. No Extra Cost.
The Elder Scrolls conversion and other fun creations. |
|
| Back to top |
|
 |
sablemage Seasoned
Joined: 26 Feb 2008 Posts: 243 Location: Directly above the centre of the Earth
|
Posted: Fri Jun 29, 2012 12:29 pm Post subject: |
|
|
The things that still occasionally cause trouble in my group are:
1. Adding the Trait die and the Wild die together when making a Trait roll.
2. How many Wounds are inflicted by a hit when a target is already Shaken. _________________ Andy
Halfway Station |
|
| Back to top |
|
 |
Lord Inar Heroic

Joined: 30 May 2006 Posts: 1532 Location: Boulder, CO
|
Posted: Fri Jun 29, 2012 1:43 pm Post subject: |
|
|
Ties.
If the roll is against a target number, a tie is in favor of the roller.
If both sides are rolling (i.e., opposed rolls), a tie is usually a failure (or something unique, like both characters acting simultaneously when trying to interrupt). _________________ Lord Inar
Sherwood and Gaslight
Rocky Mountain Savages
SharkBytes |
|
| Back to top |
|
 |
ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4455
|
Posted: Fri Jun 29, 2012 2:10 pm Post subject: Re: Rules for Noobs to look out for... |
|
|
| Nimblegrund wrote: | | So I was just wondering if there was anything else I should keep an eye out for? |
Trait rolls (attribute & skills) get a wild die, but you only keep one die.
Damage rolls don't get a wild die but you add the dice together.
Only Trait and Damage rolls get to Ace, unless explicitly noted otherwise.
Running is not a Trait roll.
Shooting is really strong if everyone stands in the open like morons. Dropping prone is a free action that gives you Medium Cover.
Shots that miss because of cover still get to do damage, but the cover acts as (stacking) "armor".
Armors don't stack. The exceptions are energy and physical - force fields and steel plate will usually stack, but kevlar and steel plate will not (use whichever is best).
Area effect attacks hit the entire body, so use the lowest armor value when determining the number of wounds.
Damage that beats Toughness with Raises will never deal more wounds than it had Raises.
Deal Action Cards at the beginning of every single round.
... Those are all the ones I can remember hearing about.
Oh yeah! The most important one of all:
Have Fun!
Best of luck.
Edited to clarify the damage line. Sorry Chill! _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die."
Last edited by ValhallaGH on Fri Jul 06, 2012 7:47 am; edited 1 time in total |
|
| Back to top |
|
 |
newForumNewName Heroic
Joined: 22 Oct 2010 Posts: 1781 Location: Broomfield, CO
|
Posted: Fri Jun 29, 2012 3:13 pm Post subject: |
|
|
Shaken. If you think you know how it works, search it and see for sure. _________________ "I had a whole bunch of advice for you but got ninja'd by newForumNewName. I'd just do what he says." -- 77IM
"While nFNN could be less of a jerk about how he says what he says, what he says is essentially correct." -- ValhallaGH |
|
| Back to top |
|
 |
tigerguy786 Seasoned

Joined: 26 Nov 2011 Posts: 433
|
Posted: Fri Jun 29, 2012 9:07 pm Post subject: Re: Rules for Noobs to look out for... |
|
|
| ValhallaGH wrote: | | Shots that miss because of cover still get to do damage, but the cover acts as (stacking) "armor". |
I actually didn't know this one.Granted I've only been playing for a little over 6 months, but I thought I had a good handle on everything.
Oh, one thing I found to be helpful is the quote in my sig:
| Clint wrote: | | Common sense always trumps anything pretending to be an "overarching" rule. |
I honestly don't remember the original context, but it has it's place and you'll know when to apply it. _________________ TIGER, tiger, burning bright
In the forests of the night,
What immortal hand or eye
Could frame thy fearful symmetry?
| Clint wrote: | | Common sense always trumps anything pretending to be an "overarching" rule. |
|
|
| Back to top |
|
 |
sablemage Seasoned
Joined: 26 Feb 2008 Posts: 243 Location: Directly above the centre of the Earth
|
Posted: Sat Jun 30, 2012 3:14 am Post subject: Re: Rules for Noobs to look out for... |
|
|
| ValhallaGH wrote: | | Damage that hits with Raises will never deal more wounds than it had Raises. |
Thanks ValhallaGH - that is the clearest way I've seen it explained yet! _________________ Andy
Halfway Station |
|
| Back to top |
|
 |
Nimblegrund Novice

Joined: 11 May 2012 Posts: 22
|
Posted: Sat Jun 30, 2012 8:23 pm Post subject: |
|
|
| Thanks for all of these! |
|
| Back to top |
|
 |
Crumbs Novice
Joined: 22 Aug 2010 Posts: 67
|
Posted: Sat Jun 30, 2012 11:29 pm Post subject: |
|
|
| Reloading isn't explained that well in the rules. I had to come here just to make sure I was doing it right. |
|
| Back to top |
|
 |
catalac Seasoned
Joined: 05 Jun 2012 Posts: 247
|
Posted: Sat Jun 30, 2012 11:47 pm Post subject: |
|
|
| Crumbs wrote: | | Reloading isn't explained that well in the rules. I had to come here just to make sure I was doing it right. |
unless you are reloading cap and ball weapons reloading is a single action. this means if you tried to fire your gun the same round as you reloaded you would suffer a minus 2 penalty. cap and ball takes two full rounds to load you can not hurry this process in any way except the speed load edge and you can't take any other actions while loading (cap and ball weapons suck, but of course they should.) |
|
| Back to top |
|
 |
Yondalor Seasoned

Joined: 16 Aug 2010 Posts: 129
|
Posted: Sun Jul 01, 2012 12:22 am Post subject: |
|
|
| catalac wrote: | | unless you are reloading cap and ball weapons reloading is a single action. this means if you tried to fire your gun the same round as you reloaded you would suffer a minus 2 penalty. cap and ball takes two full rounds to load you can not hurry this process in any way except the speed load edge and you can't take any other actions while loading (cap and ball weapons suck, but of course they should.) |
What if the weapon has "1 action to reload", like the crossbow? _________________ Repairer of Reputations |
|
| Back to top |
|
 |
catalac Seasoned
Joined: 05 Jun 2012 Posts: 247
|
Posted: Sun Jul 01, 2012 12:37 am Post subject: |
|
|
| Yondalor wrote: | | catalac wrote: | | unless you are reloading cap and ball weapons reloading is a single action. this means if you tried to fire your gun the same round as you reloaded you would suffer a minus 2 penalty. cap and ball takes two full rounds to load you can not hurry this process in any way except the speed load edge and you can't take any other actions while loading (cap and ball weapons suck, but of course they should.) |
What if the weapon has "1 action to reload", like the crossbow? |
opps. my bad i seem to have given the reloaded rules for reloading when i should have been giving the core rule book explanation. in reloaded all guns have 1 action to reload but in the core rule book there is no penalty for reloading for most guns, which is of course why i think its ridiculous and use the reloaded rules which makes some sense.
but in the core rule book you might as well say except for a few cases that reloading doesn't even exist and that you have endless bullets in your gun(at least until you run out of bullets that you bought.) |
|
| Back to top |
|
 |
Crumbs Novice
Joined: 22 Aug 2010 Posts: 67
|
Posted: Sun Jul 01, 2012 4:24 pm Post subject: |
|
|
Reloading in the core rules is 1 "shot" for anything without a listed reload time is a free action. More than 1 "shot" is a regular action. Switching an empty magazine for one a full one is a regular action same applies to using a speedloader for a revolver.
I don't see how that is saying reloading doesn't exist. |
|
| Back to top |
|
 |
ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4455
|
Posted: Sun Jul 01, 2012 10:12 pm Post subject: |
|
|
Reloading in the core rules: http://www.peginc.com/forum/viewtopic.php?t=21747
Unless the weapon indicates otherwise, reloading is a free action. Popping in a new clip, using a speed loader (modern revolvers), or nocking an arrow is no big deal.
Reloading is a thing, you have to do it, and circumstances may require you to make trait rolls / expend actions to do it (especially when you are limited to a single hand). By default, it is as easy as hustling in combat, but circumstances can make anything difficult. _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die." |
|
| Back to top |
|
 |
tigerguy786 Seasoned

Joined: 26 Nov 2011 Posts: 433
|
Posted: Sun Jul 01, 2012 11:54 pm Post subject: |
|
|
| ValhallaGH wrote: | Reloading in the core rules: http://www.peginc.com/forum/viewtopic.php?t=21747
Unless the weapon indicates otherwise, reloading is a free action. Popping in a new clip, using a speed loader (modern revolvers), or nocking an arrow is no big deal.
Reloading is a thing, you have to do it, and circumstances may require you to make trait rolls / expend actions to do it (especially when you are limited to a single hand). By default, it is as easy as hustling in combat, but circumstances can make anything difficult. |
I would say reloading 2 guns would be a full action, but it's good to know that otherwise it's free. _________________ TIGER, tiger, burning bright
In the forests of the night,
What immortal hand or eye
Could frame thy fearful symmetry?
| Clint wrote: | | Common sense always trumps anything pretending to be an "overarching" rule. |
|
|
| Back to top |
|
 |
Nimblegrund Novice

Joined: 11 May 2012 Posts: 22
|
Posted: Mon Jul 02, 2012 2:59 am Post subject: |
|
|
| tigerguy786 wrote: |
I would say reloading 2 guns would be a full action, but it's good to know that otherwise it's free. |
Full action? |
|
| Back to top |
|
 |
Yondalor Seasoned

Joined: 16 Aug 2010 Posts: 129
|
Posted: Mon Jul 02, 2012 4:39 am Post subject: |
|
|
| ValhallaGH wrote: | Reloading in the core rules: http://www.peginc.com/forum/viewtopic.php?t=21747
Unless the weapon indicates otherwise, reloading is a free action. Popping in a new clip, using a speed loader (modern revolvers), or nocking an arrow is no big deal.
Reloading is a thing, you have to do it, and circumstances may require you to make trait rolls / expend actions to do it (especially when you are limited to a single hand). By default, it is as easy as hustling in combat, but circumstances can make anything difficult. |
Thanks for clearing it out!  _________________ Repairer of Reputations |
|
| Back to top |
|
 |
|