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21:21, 19th April 2024 (GMT+0)

House Rules.

Posted by OggyBenDoggyFor group 0
OggyBenDoggy
GM, 61 posts
Algiso/50F. Caleb/ DLR
Sharpe/Rippers,  GM/WWII
Wed 18 Apr 2007
at 22:20
  • msg #1

House Rules

I thought I'd make a place to discuss house rules.

---------------------

I posted on the peg boards the need for a way of giving a penalty, currently you can use a Trick to lower your foe's parry, or a Test of Will to get a bonus, but making it easier for you to get them, but there is no way to make it harder for them to get you.

Clint came up with:
Tricks:
Distract - This works as written causing -2 Parry and Shaken on a raise.
Confuse - This inflicts a -2 if the target attacks on the next round, and -4 on a raise.

Tests of Will: Intimidate/Taunt
Cow/Enrage - As written, +2 to next action against target and Shaken on a raise.
Rattle/Belittle - Target suffers a -2 to next action, and is Shaken on a raise.
rabideldar
player, 1 post
Tue 4 Sep 2007
at 16:45
  • msg #2

Re: House Rules

I just got a copy of 50 Fathoms and after looking it over and finally thinking about it I think I have some rules people might be interested in.

I am thinking about adding in a new type of edges called Weapon Edges. Basically I want to take special abilities from 7th Sea and transport them into the game as specialty edges.

Example:
Entangle
Requirements: Wild Card, Novice, Fight D6+,
The character gains the ability Entangle at D4 which can be raised normally through skill points. Whenever the character would like to trap someone's weapon in another weapon they must make an entangle roll. If successful the enemy must spend a full turn as well as make a resisted strength roll to get the weapon out of the entanglement.

This is just an example and not fully fleshed out. I will have them all completely finished sometime before next week.
ohoh7
player, 2 posts
Tue 4 Sep 2007
at 17:28
  • msg #3

Re: House Rules

Savagepedia is a good place to add your house rules.

http://savagepedia.wikispaces....e+Worlds+House+Rules

That way, everyone can use them and they are all in one place!

Paul
xenongames
player, 2 posts
Wed 5 Sep 2007
at 01:02
  • msg #4

Re: House Rules

There is no need to put Novice as a requirement. And why Wild Card? Usually, WC edges apply when it would not apply to extras, such as reducing wound penalties or improving the Wild Die. The so-called WC edges, for example, are based on having a joker; in theory, you could apply these to extras, but since extras tend to get a single card as a group, these edges are best used for single persons and not groups of extras.

Having to buy an edge and a skill is too much for a mundane ability (as opposed to a superpower). Compare Entangle, as you have described, with Disarm, which people can already do for free and is based on a pre-existing skill, and has similar benefits to Entangle.
This message was last edited by the player at 01:14, Wed 05 Sept 2007.
rabideldar
player, 2 posts
Wed 5 Sep 2007
at 02:09
  • msg #5

Re: House Rules

I completely agree with you I was just thinking about a way of giving players more control over fighting. The one thing I feel Savage World lacks is a decent amount of Swashbuckling abilities. This could just be me and I am sure that most such a disarming an opponent are completely covered but things like corps-a-corps or breaking a weapon or lunging are not covered in the book. And while you can say these are call covered under fighting I feel that giving the players the ability to have a specific special skill makes that skill feel all worth it.

Of course this is just me. I do appreciate the feedback though I will work on my requirements.
SeekerKasumi
player, 17 posts
Wed 5 Sep 2007
at 03:12
  • msg #6

Re: House Rules

Anyone looking for more swashbuckling style stuff need look no further than the Pirates RPG. Entangle, lunge, fleche, fencing academies, its all there and more. Plus the pdf is available already for only 25 bucks.

If you wanna test out any of that stuff, and have or will get the Pirates book, take a look at my Pirates game, link below.

link to "Pirates of the Spanish Main - Rebels & Revenants"
rabideldar
player, 3 posts
Wed 5 Sep 2007
at 11:31
  • msg #7

Re: House Rules

Awesome well my players might enjoy that more. I guess I'll have to look into buying that book also.
Wyck
player, 4 posts
Mon 2 Jun 2008
at 19:02
  • msg #8

Re: House Rules

The only house rule I use is to cap damage at a max of 4 wounds. I don't see it as a problem much in a PbP forum with a dice roller but in my personal table top games I had to incorporate it to give my PC's a chance to soak, as I roll damage equallying 8-12 wounds on a very regular basis.
SeekerKasumi
player, 35 posts
Mon 2 Jun 2008
at 21:39
  • msg #9

Re: House Rules

Welcome to rpol Wyck!

Out of curiosity, do you have the Explorer's Edition? The incap rules in there pretty much solve your problem. When you get past 4 or 5 wounds, you can just save your bennies for making the Incap roll, to see how bad you're hurt. Since that roll is only modified by your wound mods (max of -3), crazy high wound causing attacks aren't as big a deal anymore.
Wyck
player, 6 posts
Mon 2 Jun 2008
at 21:44
  • msg #10

Re: House Rules

Thanks and yep I do have them. I keep the rule because my players get real dejected anythime they have to go incapacitated. It still happens and I do like the new incap rules better but still would you rather take 8 wounds. Spend bennies for incap roll and recover with 3 wounds on ya or soak against 4 and end up with a couple wounds and still in the fight?
OggyBenDoggy
GM, 123 posts
Algiso/50F. Wyllam/RnPunk
Robert/DLR
Mon 2 Jun 2008
at 21:54
  • msg #11

Re: House Rules

plus heaing 3 wounds is pretty hard.
SeekerKasumi
player, 36 posts
Tue 3 Jun 2008
at 02:39
  • msg #12

Re: House Rules

I guess I understand, though with your house rule I can't imagine anyone EVER going Incap. And with the new rules making that not nearly as bad as it used be, I actually enjoy sending my PCs there every now and again, especially now that they've had a chance to pick up some Wound penalty ignoring Edges. In the Deadlands game I'm running in real life, I told my players to expect at least one death for each of them, maybe even more. Every character has been Incap at least twice, and no one's complained once.

Just different play styles, I guess.
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