The last Savage Worlds fight that I played involved me rolling a hit with my Fight skill, and then no wounds because the damage was too low. So I guess it wasn't a hit. And then when I did wound the boss (Wild Card), it still wasn't a hit, because he'd use a bennie to undo the wound. Is that how it's supposed to work?
Full Disclosure: I've read
Savage Worlds extensively, but while we were about to start our game when the pandemic hit, I haven't actually played or run a game. But I've been active on the PEG boards, so...
1) Toughness = 2 + Half Vigor + Armor. So yes, you can absolutely roll low enough for damage that the hit isn't "serious." These things represent nicks, lacerations, bruises and scrapes. Non-serious injuries aren't "wounds" in
Savage Worlds. Success on a damage check only means that a character is "Shaken," which means the damage has gotten past the character's armor and natural resilience. Only a raise inflicts a wound (or, as of the new edition, given "Shaken" to a character who's already "Shaken". This is how
Savage Worlds deals with both protection due to armor and the concept of resilience that's hidden in a Hit Point system.
As an aside, I've also spoken to some people who've studied what information is available about professional Roman Gladiators, and this models them rather well. Professional Gladiators were specifically conditioned so that they could take multiple bleeding injuries (for the spectacle of it) without being in any mortal danger (i.e. "High Toughness"). That sort of damage would often heal in a few days. Only when they took serious injuries (wounds) would they be sidelined for a while.
2) It sounds like the boss, as a Wildcard, used a Benny to "Soak" the damage. And yes, that's absolutely a thing (although it takes a successful Vigor check). But it's one of the few ways that characters can avoid going down to a single lucky shot, so it's a balancing element. The best cinematic example of this I can give is Inigo shrugging off Rugen's thrown dagger to his belly in the climactic fight in
The Princess Bride. You do have to make a check to pull it off, and Bennies are a limited resource, so he wouldn't be able to
keep doing that. Finding the right balance of "How many Bennies" is something that I've been told every table has to discover for themselves - because it comes down to personal taste.
I will say that the system in
Savage Worlds is designed to encourage characters to use tests and other things to try to lower their opponent's trait checks, rather than just slugging it out with Fighting checks versus their Parry (i.e. use Tests to make a character Distracted or Vulnerable, try making an All-Out Attack, etc.).
I like the wounds system better than hit points, though. It means you can get hit/hurt in combat, like with hit points, but the idea of a "wound" is more immersive for a player than watching a (potentially large) number tick downward. That being said, a "death clock" might be a more immersive improvement to hit points on a character sheet, although it might limit HP counts to 2, 3, 4, 5, 6, 8, 10, 12, 15, 20, 30, and 60.
I concur completely. And as I said in a previous post, OpenD6 has 2 optional damage systems, one that just tracks wounds and the other of which tracks wounds as a feature of declining "Body Points" (which are mostly just Hit Points by a different name, but with some of the abstraction taken out).
"Death Spiral" should be re-branded, since it implies that death is inevitable (which is true, but maybe not in the fight in question). Taking wounds is a character's hint that it's time to flee, parlay, forfeit, call reinforcements, or do something other than FIGHT MOAR! So really, there are branches on the death spiral. It's more like a Death Tree, if I may.
I concur. I hate the term "Death Spiral," because I think it's "A Good Thing"(TM) that the character starts to become less effective, because it encourages
the player(s) to sometimes think "This isn't going well - naughty word, maybe I/we should run..."
And, IMO, that's not a bad thing. It would also help a caster PC feel really good about spending the energy on mid-combat healing magic. Because it could make the difference between your team having to quit the field and being able to keep the fight going. And that's cool.
Crunchy. I might do it if I could figure out a way to put a cool picture on my character sheet in place of Stay Pufft. It is possible to use hit locations and wounds without all the extra rules, though:
GM: Next round. The melee rages around you - you're pretty sure you just saw a fellow Celt's head drop from his shoulders. It's your turn.
PC: Bloody. Hell. I pick myself up and swing my sword upward in an arc - maybe I can cut the Norseman in half? (Rolls attack.)
GM: With your longsword? (Rolls defense) it's an awkward swing, which made it easy for the Norseman to deflect it with his shield. Roll damage.
PC: (Rolls) 4. I'll attack again, now that I'm on my feet. What happened to his shield?
GM: He stooped a bit, blocking the low attack. He left the shield low, fearing that your longsword might sever his hide boots from his legs. But his axe is going high while you're low.
PC: (Rolls attack) I'm going after those naked biceps. I step to the side to get away from the axe and to facilitate my spinning attack into his shield-arm.
GM: (Rolls attack) his axe comes down towards your iron helm as you step away. Roll damage. (Rolls) he does 6 damage to you.
PC: (Rolls) 10! Maximum. Um, he probably didn't hit my head, since my hit did max damage, so he hit my leg while I was spinning. I'll take a Flaw, "leg wound," and see if he can make me regret it.
GM: 10 damage means you cut into his shield when he brings it up, and the splinters dig into his arm. It bleeds badly. I'll give you a hero point each time you use your new Flaw.
By the way, the idea of the iron helm blocking "most of a hit" from a Celtic longsword is dangerous, at best!
That's a pretty cool read. I'm not sure I like the idea of all that happening in one round, so I hope it represents multiple rounds of a single duel.
And on your last point, I dunno. If helmets never prevented damage, people wouldn't have worn them.