Rules! We have rules in this house!

bernard huhes“Second shelf is mine. That’s where I keep my root beers and my double-thick Oreo cookies. Nobody touches the second shelf but me.”

In all seriousness, we have a new rule straight from Pinnacle Entertainment Group that changes how you recover from Shaken:

As mentioned in another thread, we’ve been working on a tweak to the rules for a while now, and it’s gone over so well, we’ll be releasing it soon. But before the official release, we’re going to let you guys in on it first!

It’s a simple change that speeds up play, frees up Bennies for players, and makes the GM’s job even easier. In all ways, it fits Fast! Furious! Fun!

At the beginning of their action, a Shaken character makes a Spirit roll to recover. On a failure, he remains Shaken. On a success, the character removes their Shaken condition and may take their action normally.

That’s right, folks, a success removes Shaken and allows the character to act immediately. Raises are no longer required.

It may not seem like much, but with only two results for recovering from Shaken instead of three, resolution is sped up dramatically. And by making recovery with actions easier, players don’t have to spend as many Bennies just to take an action and can instead spend them to make those actions awesome! Finally, we realized the three conditions for Extras, Up, Down, and Off the Board, had really been four with the inclusion of “Up… but recovered without a raise and can’t act.” It’s a temporary condition to be sure, but one that occurs regularly. GMs never have to worry about that “floating” condition again. Extras who are Shaken can’t act, and those who are not Shaken can–there’s no middle ground.

Those are some of the reasons for the change, but we think you will all be as thrilled as we are with the results in play. So go ahead and try it out, and see if it doesn’t crank your games up to 11!
Clint Black
Savage Worlds Core Rules Brand Manager

And from my own vaults:

Power Points recover at a set rate – normally 1 per hour. The recovery rate is now doubled if a character is resting – uninterrupted sleep or meditation – but always rounded down. Thus a character with Rapid Recharge (1 PP every 30 minutes) is resting (now 1 PP every 15 minutes) but is woken up after 40 minutes will only recover 2 PP, not 3.


~ by occam99 on May 7, 2015.

7 Responses to “Rules! We have rules in this house!”

  1. I like the change to PP recovery. That covers off one of my 3 issues with how magic users are disadvantaged under the current rules…

  2. And the other two issues are?

  3. Issues with casters.

    1. If you want to swing a sword, you pick up a weapon apply some skill and hit your opponent. A caster is not on the same footing. Before you can cast you need to invest one of your limited edges to gain the ability. Immediately the caster is less effective than the Melee specialist.

    2. Power points. A person using a sword can hit his opponent as many times as they like. There is no combat fatigue or any other limit to the other combat edges they can use. A caster starts with 10 pp, so that is 10 basic spells or 2 or 3 advanced spells. After that the spell caster is basically done while the sword user keeps going. Sure a caster maybe able to continue at the risk of taking damage, however the sword user does not have this issue. The caster can get more pp, once again at the cost of a scarce edge. So a caster is significantly less effective than a Melee specialist.

    3. Power point recovery. So after a caster has used their 10 pp, they have to wait 10 hours before they are fully recovered. Not only does a Melee specialist have a limit to their attacks, they don’t have to wait 10 hours before starting their next combat. Sure you can improve this by investing limited edges.

    4. If a caster rolls a 1 on their skill dice they suffer a penalty. A combat specialist does not have the same issue.

    So my opinion is that why would you be a caster and be so less effective than a Melee specialist. I am not asking for everything to be equal or that casters should be all powerful. However they should not be so disadvantaged as to be not effective in comparison.

  4. I will start by saying that the whole concept of a “specialist” really goes against the grain of the rules. Yes you can head in a particular direction but there is no compelling reason why you must or even should.

    1. Rubbish. The caster, for one Edge, gains between 2 and 4 different abilities. Name me one Novice Edge that would allow a character to hit 6 or more targets with a 2d10 heavy weapon AND boost a teammate’s Smarts to decipher the enemy’s codes AND unlock any door faster than a thief, with only a d6+ Attribute requirement.

    2. Perhaps we can stop thinking about Edges as being what makes a character good. They are what makes a character different, but their skills make them good. A caster, like any other specialist character, only needs one skill to be good at their job. The rest of their skills can make them more than JUST a caster. Just as a swordsman with skills other than Fighting is more than JUST a swordsman.

    3. Firstly Fatigue exists in Savage Worlds for a reason. Secondly, there is no reason a mage needs to be fully recovered to be effective as a caster. Even 5 PP allows an offensive caster to sling basic bolts for 5 rounds without Soul Drain – average duration of a fight is not much more than that. For reference: A Seasoned caster with Channel d10 can sling 2d8 bolts for 1 PP, having an 85% hit rate (which is 15 to 20% better than a warrior) and 45% chance of a raise, scoring 2d8+1d6 damage (average of 12.5 damage) meaning they score a wound against anyone with a Toughness less than 9. One Edge of extra PP means they can do that for 15 rounds (assuming there is nothing else they want to do). For Two Edges and two or three Advancements in Traits.

    4. A ‘melee specialist’ who rolls a 1 is standing in front of at least one person who now has a chance to hit back, the caster probably not. And the new Shaken rule makes it even less of a drama since most (but not all) casters will have a reasonable Spirit die for recovery.

    Less effective? Only if you gimp the character by making them JUST a caster. Just as a swordsman who is JUST a melee fighter is gimped. The game is about more than how many extras a character can kill in a single round of combat.

  5. I don’t think you understand.

    Certainly one of my major things I get out of roleplaying is the opportunity to play a hero. I imagine this is one of the primary motivations for most role-players. You want to be able to right the wrongs, slay the dragon save the damsel, blah blah blah…

    To achieve this you create a character that is good at what they do, be it swinging a sword, shooting a bow, picking a lock or casting magic. They will be good at something, hence a specialisation. A generalist is not good at anything and by definition is non-heroic.

    Savage worlds by design has very limited resources to create a character. It is near impossible to be good at more than one thing. So the alternative to specialisation is to be mediocre at a few things. What heroic about that.

    You say “The game is about more than how many extras a character can kill in a single round of combat”. Is it fun to play a character that take 5 combat rounds to beat one extra?

    Why do you treat the specialisation as a dirty word? I don’t “gimp” my characters. I try and give them a broad base of skills, I would say on average my characters have more skills than any of the other players. However I do like to be good at something.

  6. It is also obvious that you cant see my argument. Which is a pity. As it stands, with the current rules, I wont play a character that specialises in casting magic. It is just not worth the effort. To use you word it is currently “gimped”.

    I might contemplate picking up some casting ability at some later stage but given the limited advancement opportunities offered in the savage world rules, I probably never will.

  7. I can see that you feel strongly about this, and I respect that but I still think you’re failing to see my argument also.

    My personal opinion is that heroism has nothing to do with how good at something you are, but everything to do with how you deal with adversity, most often despite shortcomings and lack is resources. That’s a whole other conversation though.

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