A Rift in Our Group - "Quickness" and "Deflection" Spells are Ruining Savage Worlds' Combat

innerdude

Legend
Over the past 4-5 sessions, I've been increasingly bored, frustrated, and generally uninterested in running combats in my Savage Worlds campaign. And for a system as combat-centric as Savage Worlds, that's a very, very bad thing.

At first I thought it was a simple cause of PC "power creep." They're well into the "Veteran" character tier, roughly equivalent to D&D PCs of 7th or 8th level, so the number of situational tricks, bonuses, and effects available to the PCs is fairly high. So I thought perhaps it was just that I hadn't quite adjusted to the PCs' power level in designing encounters.

But I believe I've narrowed down the cause to two specific spells, being wielded by one specific character, for causing the majority of the problems.

One character is a two-weapon fighter / mage, who wields a broadsword / shortsword in combat. Typically his first act is to cast the Quickness spell, then immediately cast Deflection.
These two spells are roughly equivalent to Haste (Quickness) and Mage Armor (Deflection). The problem is, compared to their D&D counterparts, they're radically overpowered.

In D&D 3.x, Haste gives the character exactly 1 additional action per round. Not so for Quickness, which gives the character an entire extra turn immediately following the current turn. That's right. No waiting until the end of the round, and not just one additional action---the character gets an entire extra turn, with complete movement and actions available. It's essentially twice as powerful as Haste with zero downsides, and with a very low power point cost.

We all know Mage Armor is just a static +4 to AC. Well, as a BASELINE, Deflection gives the character the functional equivalent of approximately +7 to AC (a +2 defense bonus in Savage Worlds)----while also partially negating damage from area effect spells. And if the character succeeds with a raise (i.e., critical success), the bonus goes up to the functional equivalent of +12 AC, with a higher damage reduction effect on area effects. Again, this is a very, very "low level" spell, with a minimal casting cost.

So when the character performs these actions, he essentially becomes unhittable barring miraculous luck of the dice, while wreaking havoc by making four full attacks per round at absolutely zero penalty.

And it's completely soured combat for me. I literally dread running combats with this character around. It becomes a tedious, boring affair of trying in vain to make the challenge interesting without literally wiping the floor with the rest of the party.

Now major caveat here: the player in question is literally my best friend on the planet. We've known each other for 20 years.

His contention to this point is that if I choose to house rule these spells (knowing that I will go bat-crap crazy if I don't), I'm essentially "ruining his fun," and negating all of his "hard work" to construct his character. In other words, rather than worrying about how this is not fun for me at all, or thinking of game balance, or the overall vibe at the table, he basically insists that I should be "rewarding" him for his "hard work" of rules mastery, where his idea of "reward" is easy encounters, so he can build up his loot stash to "buy epic gear."

First of all, I am the least powergamer-y player I've ever played with. [MENTION=19675]Dannyalcatraz[/MENTION] once commented that he always gets comments like, "Nice gimped character you have there, buddy." I'm basically the same way. I simply don't give a rat's behind how combat capable my characters are. I enjoy RPGs for the world building, player and NPC interactions, and the occasional glimpse into real social and political commentary.

And we're maybe 6 to 8 sessions away from the campaign's climax, but it's been so bad the last three sessions, that I honestly would rather end the campaign now than keep having to deal with this.

So I pose to you the question, EnWorlders: Do I house rule these two spells to maintain my sanity, or do I simply deal with it for now, with the idea that the next time I run Savage Worlds I'll have the house rules already in place?

I've already written out the house rules for the spells. Should I enforce them, but then give him the option to redesign his character around the changes? Simply play it as I've houseruled, without letting him make changes?
 

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Dannyalcatraz

Schmoderator
Staff member
Supporter
Do I house rule these two spells to maintain my sanity, or do I simply deal with it for now, with the idea that the next time I run Savage Worlds I'll have the house rules already in place?

I'd say implement the HRs in your next campaign. Changing the rules midstream almost always results in hard feelings.
 

Agamon

Adventurer
I'd say implement the HRs in your next campaign. Changing the rules midstream almost always results in hard feelings.

I agree. If you went into it saying that there might be changes during the campaign if something gets out of hand, then our friend would know that it's a possibility and can't really complain. Without that caveat though, he has a point that you really shouldn't be changing stuff midstream.

I would find a way to expedite the end of the campaign. I've had a similar problem with having no fun, though the end of the campaign was near (maybe 4-5 more sessions). So I just condensed it to the real important stuff and ended it the next session.
 

Quartz

Hero
The D&D Haste spell has the side-effect of aging a year. Is that the same in Savage Worlds? If so, have you been keeping track of the character's extra aging?
 

S

Sunseeker

Guest
I'd say implement the HRs in your next campaign. Changing the rules midstream almost always results in hard feelings.

This. There's really no way around it.

Otherwise, I would suggest some form of villain who challenges your friend to one-on-one (perhaps less than honorable) combat to the death, and just deck said villain out in much the same manner of defense and offense your friend has. Ya know, taste of his own medicine.
 

A

amerigoV

Guest
One character is a two-weapon fighter / mage, who wields a broadsword / shortsword in combat. Typically his first act is to cast the Quickness spell, then immediately cast Deflection.
These two spells are roughly equivalent to Haste (Quickness) and Mage Armor (Deflection). The problem is, compared to their D&D counterparts, they're radically overpowered.

Dispel would work nicely to help counter this, especially if we are talking a D&D-esque world (where Quickness would be a known tactic). Lower Trait (Fighting for example) will take the edge of their rampage. Slow would have an interesting effect, but not as effective as Dispel (but cheaper). If you really want to f' with them - Telekinesis - if you win the resisted roll you just lift them off the ground, kill the other PCs, then deal with the other PC after their spells expires (or they drain 2 PP ever round or two to keep it going). Once they are off the ground there is nothing the breaks it. Depending on how they are built, Puppet (a Psionist with Mentalist, Elan, and Killer Instinct will own that boy).

In a fantasy campaign, one has to expect counters to Quickness just like in D&D one has to expect counters to Haste.
 

Umbran

Mod Squad
Staff member
Supporter
Also, make perfectly sure that what he's doing is 100% by the book.

For example, in my Savage Worlds Deadlands book, Quickness does not give you an extra turn - it gives you an extra action on the same turn, which may not be exactly the same thing in all situations.
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
Also, make perfectly sure that what he's doing is 100% by the book.

For example, in my Savage Worlds Deadlands book, Quickness does not give you an extra turn - it gives you an extra action on the same turn, which may not be exactly the same thing in all situations.

If true, then it isn't a question of HRing, but rather, "Ummm, guys, it seems we've made an oopsie in how we've been running the game..."

By using the word "we" you don't make it about you vs the other player, but instead, casts the issue as a mutual mistake, which may diffuse resentment.*








* vs you by the player getting nerfed, vs the player for "cheating" and all other permutations.
 

scourger

Explorer
Also, make perfectly sure that what he's doing is 100% by the book.

For example, in my Savage Worlds Deadlands book, Quickness does not give you an extra turn - it gives you an extra action on the same turn, which may not be exactly the same thing in all situations.

Yeah, I just looked in my Savage Worlds Explorer's Edition and Quickness gives an extra action - not another whole turn. And Deflection seems to act like armor. So, what you have is a mage emulating a fighter with a 2-weapon build (Ambidexterity and Two-Fisted) and light to heavy armor. It shouldn't be that unbalanced, and it does not give him 2 whole turns with 4 attacks and two movements.

Also, make sure he is paying the casting and maintenance costs to keep those powers going. Does he have the minimum strength to wield those weapons? I think you need to audit his character & play, not change the rules.
 

innerdude

Legend
Thanks all, these are some very good ideas for countering some of the effects.

I guess part of me is just depressed that I'm having to do it all, to a degree.
 

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