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Umbrie Shadowsong
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i roleplay as cute girls to reflect my inner self
i roleplay as cute girls to reflect my inner self

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what if with the Changes to the Athletics skill being based on agility, we based your throwing range and your pace on your strength?

Short Range = Half Strength
Medium Range = Full Strength
Long Range = Double Strength

Normal Land Pace = Full Strength
Climbing and Swimming Pace = Half Strength with full strength being a reward for scoring a raise on an athletics check. rewarding stronger characters with more movement.

this makes a bit of realistic sense, and makes strength not a complete dump stat in modern or science fiction settings. stronger people can technically run faster, because stronger people have stronger lower bodies as well as upper, and most of the worlds fastest track runners and longest distance throwers have a high strength in addition to their high agility. this is also true of legendary climbers and swimmers.

i mean, your average d6 strength human would still have a pace of 6 inches on the grid, but a strength d12 person would have a pace of 12. and it would also allow for a lot of edge trimming, but it could also serve for something to base running die on,

for example, the fastest non legendary sprinter with strength d12, would have a pace of 12 and a d12 running die. and then, we can remove or rewrite the obese hindrance, because obese is more of a gain than a loss, and we can work on rewriting or removing young and elderly.

An Edge i homebrewed with Bryces help and approval for his 50 Fathoms game, intended for roguish characters.

Pierce the Gap (seasoned combat edge, fighting d8)

when making an attack with a dagger, or exclusively daggers, you have an increased perception of where to pierce the gap in your opponents defenses. you reduce the called shot penalties on fighting rolls made with weapons of the dagger family such as daggers, kukris, tantou and the like by half, rounded down. for example, an attack to the leg is done at a -1 penalty instead of a -2, and an attack to the throat is made at a -3 penalty instead of a -6.

i just thought of something rather controversial.

there are many attributes in Savage Worlds that are prioritized just for their list of linked skills. such as agility and smarts, an attribute that is only good for its value as a defensive booster called vigor, and an attribute called spirit that is mostly used for edge requirements or what used to be unshaking before the shaken errata that nerfed the target number needed to act.

what it we sever the link between skills and attributes, and what if we use much fewer skills but focus on defining those skills through specializations.

we wouldn't need a performance, bluff, seduction, coerce, or barter skill, those would all be specializations for persuasion. coerce replacing taunt and intimidate.

we wouldn't need separate skills for climbing, swimming, throwing, running and jumping, those could all be specializations for athletics. which wouldn't need to be coupled to a single attribute.

we wouldn't need separate skills for boats, planes, cars, horses, bicycles, tanks or carts. they could all be specializations for the vehicles skills.


tracking could just be a specialization for the survival skill.


strength is still used for melee damage and carry weight. but very few game masters tightly enforce encumbrance or track encumbrance penalties and most non-fantasy settings generally have firearms, which don't really care too much about strength beyond a really easy to meet minimum requirement. and even then, unless you are constantly being targeted by called shots from lucky extras, it is easy to get away with only having armor on the torso. unless it is a sci fi setting where deadly explosive weapons are cheap and easy to come by and so is the armor that protects against them.

in fact, unless you are using sci fi armor in any setting that allows it against non sci fi weapons or using kevlar in a modern ballistic heavy setting. it is very rare the toughness will actually be meaningful. and well, to give strength and vigor more value, i considered the idea of merging the strength and vigor attributes. which might affect advancements and edge requirements.

but the reason for merging strength and vigor, is to give both of them more value. because even with decoupling skills from attributes, there are still several armors that don't care about your base vigor and several weapons that don't care about your base strength.

this makes melee combatants more viable in a science fiction setting. because they don't have to raise strength and vigor separately and don't have to raise agility on top of that, without agility being the combat god stat/

the big reason agility is the combat god stat, is because of the concept of linked skills, and the fact that just about every skill you would use in a fight or a chase, is linked to agility due to the perception of needing a linked stat, when linking a skill to an attribute does very little when a skill point is only half as valuable as an attribute point and an attribute point is only half as valuable as an edge. so either we need to raise the costs of edges, or cheapen the cost of attribute and skill points, and i would prefer the latter over the former. because mathmatically, attribute and skill points are less powerful than an edge once you meet the edge requirements. and there is usually not point in raising the majority of the skills higher than a d8, let alone a d6 in most cases. unless the skill or attribute adds to a passive combat value. which make vigor the only attribute worth raising above a d8 and fighting the only skill worth raising above a d8. unless you want very specific edges that require a d10 or d12 in a highly specific attribute or skill.

sure, an attribute point costs as much as an edge and so does 2 skill points. but i think 5 XP should either get you 4 skill points, 2 attribute points or 1 edge because that is closer to their actual value. because most players just load up on edges and never buy new skills unless they are forced to. because there is a deterrent against buying new skills. you can either have a d4 in 1 new skill, or you can have an edge that provides a +2 static bonus to 2 or more skills plus a unique side benefit. this is why characters don't branch out and diversify their skillsets. because it is generally more effective to be a one trick pony who sinks all their advances into a single gimmick.

anybody have a copy of the skill list, condition changes, and skill descriptions from Savage Flash Gordon? i just want a copy of the new core rules changes. not all the setting specific Flash Gordon stuff. i want to share them with some new groups i wish to introduce.

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my attempt at trying to make sense of Savage Worlds characters not being the same, and a bit of a mini tangent. sorry,

how would you theoretically use Trappings on Skills to represent a psionic character that specializes in hijacking the nervous systems of others through telepathy? i was thinking stealth to disguise or remove the character's own signature from the viewer, such as a limited form of perception block, or notice to see through the eyes of another character within a range that scales with smarts. i was thinking for more of a rogue with a unique flavor than actually seeking huge mechanical bonuses

how would you theoretically use Trappings on Skills to represent a psionic character that specializes in hijacking the nervous systems of others through telepathy? i was thinking stealth to disguise or remove the character's own signature from the viewer, such as a limited form of perception block, or notice to see through the eyes of another character within a range that scales with smarts. i was thinking for more of a rogue with a unique flavor than actually seeking huge mechanical bonuses

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i wanted to test to see if i got down converting an old D&D character from Pathfinder to Savage Worlds. i was inspired by last night's video and wanted to demonstrate that converting PF characters is easy.

a "Wizard" who played the role of Priestess of the Dwarven Forgefather due to Growing up in a Dwarven Monastery and happens to fill the Role of Fiery and Passionate impulsive Redhead with an affinity for crafting, combat and the like.

Female Human Priestess of the Dwarven Forgefather. Doubles as a Blacksmith and a Warrior. uses the fires of the Forgefather to heal companions and melt hrr foes.

Example of how you could build a religious Wizard or Psychic.

Attributes

Strength d6
Agility d6
Smarts d8
Spirit d6
Vigor d6


Edges:

Arcane Background: Magic

Skills

Forgefather Evocation (Magic) d8
Repair: d6
Knowledge: Blacksmithing d6
Knowledge: Carpentry: d6
Fighting d6
Intimidation d6
Notice d4
Appraise (Weaponry) d4
Healing d6

Spells

Healing (Forgefather's Flames of Life)
Burst (Fires of the Forge)
Light/Obscure (Smokescreen for Obscure, Light an Object with Light)

Power Points: 10

Gear

Chainmail Undershirt (+2 Armor to Torso and Arms, 15 lbs)
Light Hammer (strength+1d6, AP 2 against rigid armor)
Medium Shield (+1 Parry, +2 Armor against ranged Attacks)
Heavy Ornate Ceremonial Robes

Hindrances

Outsider (Human raised in a Dwarven Monastery)
Minor Vow (Punish those who threaten the Dwarven Way of life, abide by Dwarven Laws, Donate 10% of newly acquired treasure to the priesthood of the Forgefather when approved clergy are present, pray facing east when the sun rises)
Bloodthirsty (Smite All Herectics who Disgrace the Forgefather's name)
Stubborn (Minor)
Short Tempered (Minor)

Derived Values

Parry 6 (1)
Toughness against melee 7 (2)
Toughness against ranged 9 (4)
Charisma -2/-6
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