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<blockquote data-quote="amerigoV" data-source="post: 7649185"><p>A fine article and it does explain why all of you are doing it all wrong! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>In Savage Worlds, every session starts with 3 Bennies that players can use to reroll dice or soak damage (think of them as the "Luck" element in HP, but you can use them for other things). The book suggests getting another 1 or 2 Bennies in the player's hand over the course of the session. PCs also have Hindrances that help get those Bennies in your hand (the best way to think of it is you are Loyal and you do something Loyal even when metagaming says do something else, you should get a Bennie). You can also get them for great ideas, timely puns, etc.</p><p></p><p>Well, our GM realized he was just not good at getting Bennies out to players. So, he did it in two ways: one was if someone shuffled the deck for initiaitve when needed (SW use cards for Init). The other was to give everyone an edge called Common Bond that allowed players to share Bennies (ie, I could spend a bennie so another player could reroll or soak damage). That worked out nicely as without this edge inevitably 2 players end the session without Bennies and another 1 or 2 players have a stack of them left. This effectively got that extra 1 or 2 Bennies to the PCs over the course of the session.</p><p></p><p>These are not by the rules and not the best ideas for all groups. But it worked very well for this particular GM.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 7649185"] A fine article and it does explain why all of you are doing it all wrong! ;) In Savage Worlds, every session starts with 3 Bennies that players can use to reroll dice or soak damage (think of them as the "Luck" element in HP, but you can use them for other things). The book suggests getting another 1 or 2 Bennies in the player's hand over the course of the session. PCs also have Hindrances that help get those Bennies in your hand (the best way to think of it is you are Loyal and you do something Loyal even when metagaming says do something else, you should get a Bennie). You can also get them for great ideas, timely puns, etc. Well, our GM realized he was just not good at getting Bennies out to players. So, he did it in two ways: one was if someone shuffled the deck for initiaitve when needed (SW use cards for Init). The other was to give everyone an edge called Common Bond that allowed players to share Bennies (ie, I could spend a bennie so another player could reroll or soak damage). That worked out nicely as without this edge inevitably 2 players end the session without Bennies and another 1 or 2 players have a stack of them left. This effectively got that extra 1 or 2 Bennies to the PCs over the course of the session. These are not by the rules and not the best ideas for all groups. But it worked very well for this particular GM. [/QUOTE]
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