Alternate Savage Worlds Ability and Wild Die Mechanic

Connorsrpg

Adventurer
I love Savage Worlds. The books are great to read, the rules so adaptable, and it lives up to its epithet of Fast! Furious! Fun!

But, like any system there are parts I would do differently and I have modified to suit my tastes.

One area I have always had trouble with SW is the Attributes & Skills. I have a few issues.

1. Some of the names just don't suit and some classic Fantasy actions seem to be missing. Remove Traps, Sleight of Hand, etc. Some say Use Lockpicking or Repair, but that doesn't sound right to me.
2. The relationship between Skills and Attributes is odd. There is no real correlation, other than limiting advancement to double cost for raising a skill above its linked attribute.
3. If you don't have the skill you really suck...EVEN for non-specialist-type skills (like Climb) and EVEN if your linked Attribute is outstanding. So for a skill linked to Strength, such as Climb again. You roll 1d4-2 if you haven't invested in Climb even if you are a superb athlete (high Strength and Agility) and on the flipside and really bad athlete can be great at it. I am okay with specialised training, etc. but why have the lonk then.

In fact, I removed the link between Attributes and Skills altogether. Inspired by A Song of Ice and Fire RPG, I developed a large list of general abilities. (There are 25 in all). (I will inc them in a separate post - or you can view them here: http://connorscampaigns.wikidot.com/sw-sif-abilities-specialties

An example ability is Athletics. This covers a broad area and therefore there are several 'specialties' associated with it. In this case: Climb, Jump, Run, Strength, Throw.

Mechanically, I have aligned the Wild Die up with the specialties. So you only gain Wild Dice with Specialties you have invested in. Like Abilities, we have allowed the Wild Die to improve (it starts at d4).

So far playtesting has gone well. The many sample Extras I have done have come across very well. Our system removes some of those fiddly bits about what is the difference b/w Skill Points, Attribute points, what you can do with Hindrance points and raises. (it also means you can start with Edges easily - which help to define our PCs a little more - being DnD players :D)

For a better overall look at the system, please have a peak at my website, or just ask Q's below. I can attach sample Extras, PCs etc if people are interested. There is a page explaining the changes and house rules we use, another for some races, and the Abilities and Specialties page (linked above).

In all, this doesn't change the core system of SW, just how the PCs invest in it. The numbers haven't changed. So, I guess, like 13th Age is a 'love letter to DnD', this is my love letter to Savage Worlds. :) IF you play, I would love for you to check things out.
 
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Connorsrpg

Adventurer
The Beauty of Specialties

Now, the reason I went down this path is that all core concepts are covered by Abilities, but you can add ANY Specialty - which is perfect for a multi-genre system like Savage Worlds.

In the next post I will list the Specialties I have assigned for our fantasy (Rise of the Runelords actually) game.

But if you were playing a modern game, then the Specialties would look a lot different. You would have a lot more under Vehicle Operation for example.

Remember - in this system, Specialties = Wild Dice. So the heroes only get Wild Dice in areas they are good at. BUT, the Wild Die can increase (up to the associated Ability Die). So, yes, this can lead to more successes in a PC's focus area, BUT the more they focus, the less invested in other Specialties, so several Ability checks receive NO Wild Die. Therefore, there are more failures in areas the PC is not so good at.
 

Connorsrpg

Adventurer
Our Fantasy Specialty List

So here is the list of Specialties we are using for our Rise of the Runelords campaign. This list is expanded with ideas for each Specialty on my website, here: http://connorscampaigns.wikidot.com/sw-sif-abilities-specialties

Ability Specialties

Agility Acrobatics, Balance, Contortions, Dodge, Quickness
Animal Handling Charm, Drive, Ride, Train
Athletics Climb, Jump, Run, Strength, Swim, Throw
Coercion Incite, Intimidate, Taunt
Deception Bluff, Cheat, Disguise
Expertise (Each craft/profession is its own Ability and you get a free Wild Die of equal value. They are purchased as Specialties)
Fighting Axes, Bludgeons, Brawling, Fencing, Long Blades, Polearms, Shields, Short Blades, etc. (Can use any weapon group suitable here).
Gaming Board, Card, Dice
Healing Diagnose, Treat Ailment, Treat Injury, Treat Mind
Knowledge Education, Research, Streetwise, (Specific Study Areas (eg Engineering) can also be added and in this case count as a 2nd Wild Die)!
Language Each language is counted as a separate Ability (but paid for as a Specialty)
Marksmanship Bows, Crossbows, Siege, Thrown
Perception Insight, Notice
Perform Act, Dance, Sing, Music Instrument group, (Song spell casting for Bards)
Persuasion Bargain, Charm, Convince, Seduce
Smarts Cunning, Decipher, Logic, Memory (Casting for some Arcane BGs)
Status Lineages, Reputation, Stewardship, Tournaments
Stealth Blend In, Sneak
Survival Dungeoneering, Forage, Hunt, Orientation, Track, (Tribal Medicine)
Techincal Devices, Mechanics
Thievery Disable Trap, Forgery, Pick Lock, Sleight of Hand, Steal
Vehicle Operation Choose vehicle group depending upon genre. Fantasy eg: Oared Boats, Sailing Ships, Wagons
Vigor Durability, Resilience, Stamina
Warfare Command, Strategy, Tactics
Will Concentrate, Coordinate, Spirit, (Casting spells for some Arcane BGs)

AS you can see, it is easy for someone to add Specialties and it doesn't affect the system, but the Abilities cover all broad areas (that I have thought of anyway ;)).

So, what do people think? Is there anything more you wish to see? Anyone willing to give it a go?
 
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Connorsrpg

Adventurer
So far we have run some of 3E's Forge of Fury, PF's Rise of the Runelords - The Skinsaw Murders, and some Deadlands.

I have enjoyed converting over NPCs and creatures to this system and with some refinement, I believe it has been working well. I have many converted creatures and extras as Word docs if people are interested in seeing them.

Has anyone had a look?
 

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