Savage Worlds - Hit Point System?

Wik

First Post
Okay, first off, I think it's kind of funny that ENWorld has "rules systems" for RIFTS, Spycraft, and BESM, and not for Savage Worlds. But whatever.

Second, does anyone know of a rules variant that replaces the RAW damage system in Savage Worlds with a hit point version? I ask because my group likes Savage Worlds, but hates the damage system, and I'm inclined to agree with them. A hit point based system would be a great help.

I was thinking of running a few sessions soon, to cure some of the "4e blues" I've been suffering lately.

Thanks in advance!
 

log in or register to remove this ad




Corathon

First Post
I also find the Savage Worlds damage rules to be unsatisfying. I'd be interested in seeing a variant, but I'm not sure that my GM would share that interest.
 

Greg K

Legend
I, actually, like the damage system.

Shaken includes those impacts that knock you off balance or out of position, distract you with momentary pain (e.g., a slap across the face or to the groin), etc., but do no lasting or serious damage.

And, I like the Incapacitation table.

Is the problem incapacitation results and lethality? If so, you are supposed to adjust incapacitation based on the lethality of your setting. This has been done in several third party supplements and PEG's free Crime City (in which incapacitation was made even more lethal). To help GMs, Clint Black, the Brand Manager, posted dials for adjusting lethality from Cartoony to very Gritty over at the PEG forum. I can provide a link if anyone wants to check it out.
 

beldar1215

Explorer
I, actually, like the damage system.

Shaken includes those impacts that knock you off balance or out of position, distract you with momentary pain (e.g., a slap across the face or to the groin), etc., but do no lasting or serious damage.

And, I like the Incapacitation table.

Is the problem incapacitation results and lethality? If so, you are supposed to adjust incapacitation based on the lethality of your setting. This has been done in several third party supplements and PEG's free Crime City (in which incapacitation was made even more lethal). To help GMs, Clint Black, the Brand Manager, posted dials for adjusting lethality from Cartoony to very Gritty over at the PEG forum. I can provide a link if anyone wants to check it out.

I have to agree. The damage system is one of the things that drew me to the system. I love not having to count and track HP.

Beldar
 

Corathon

First Post
De gustibus and all that. It just bothers me that my character could shoot a high toughness character and hit him time after time without doing any lasting damage to him. E.g. most pistols are 2d6+1 IIRC, and if the character has Toughness 12 (possible with the right edges) I'd need to ace to even shake him.

The default incapacitation table is very lethal, and I think that incapacitated characters who aren't killed outright tend to die way too quickly. One doesn't usually bleed to death in 5 seconds.

What kills characters iME is going from unhurt to Incapacitated in one high damage roll. Then, with wound penalties, the roll to not be dead on the incapacitation table is very difficult.
 

Wik

First Post
What kills characters iME is going from unhurt to Incapacitated in one high damage roll. Then, with wound penalties, the roll to not be dead on the incapacitation table is very difficult.

This was one of the problems we've faced. It works with NPCs fine, but with PCs, it can get kind of annoying to get shaken every round, have to make a check to lose your shaken status, and then not take actions. And then, suddenly, BANG! You're dead.

It kind of sucks to have to save your bennies for damage soak rolls, instead of using them for stunts, which is how the game usually goes for us. Every single player in the group that's played it, as well as myself (the GM) agree that the game would be near perfect for us were it not for the damage system.

We also hate the healing system in the game, as it becomes very difficult to have wounds that really feel like "wounds".

I was thinking of the Cortex System, which is another system I really like, but the damage system there isn't much better in my experience. While I could transplant the damage system in Cortex over to Savage Worlds, I have a feeling they wouldn't mesh very well - Cortex rules don't have exploding dice, whereas that's one of the big draws to Savage Worlds. But I think the Cortex system might be a good starting point, at least - worth checking out.

The other one I'm looking at is Earthdawn's damage system. As the game uses exploding dice, and in fact has a resolution system somewhat similar to Cortex with the addition of exploding dice, it could work. As with any damage system that uses exploding dice, it suffers from the "you're fine, now you're dead" problem, but probably not to the degree that Savage Worlds has it. Plus, the Earthdawn wound system is a pretty tight, elegant little mechanic.
 

Wik

First Post
Is the problem incapacitation results and lethality? If so, you are supposed to adjust incapacitation based on the lethality of your setting.

It's not just lethality and incapacitation, although that is part of it. A big part has to do with the "shaken" condition, and how that can often lead to missed turns. Another big part has to do with how players look at their character sheets - if they're at 50% hit points, they might be a bit more careful than they'd be at 100%. You don't have that health gauge in Savage Worlds, which some people call a blessing - my players don't necessarily like that.

The Death Spiral effect in Savage Worlds is also a huge turnoff, to the point where I have two players who refuse to play in games with Death Spirals, for fairly legitimate reasons that I won't fault them for. (Personally, I like death spirals, but the one in Savage Worlds is pretty brutal).

In short, my players grew up with HP, and prefer HP over everything else. I can't really fault them for it.
 

havard

Adventurer
Interesting. The lack of HP is one of the reasons I like SW.

It should probably be pretty easy to add it as a feature though. I would probably give a set number of HP to all characters, since they can improve toughness and parry and you dont need another variable.

-Havard
 



Stormonu

Legend
The damage track of SW is one of the things I really like, as is. You can take all kinds of nicks, scratches and near-blows and really only have to worry about those hits that REALLY nail you without tracking hundreds of HP. I also like the "death spiral" to D&D's "Your perfectly fine or your dead" approach.

However, if you want to have hit points, just assign a number of HP to each of the tracks, say like 3HP or 5HP for each SW hit point. Or, perhaps HP/SW wound level equal to the character's Vigor die*, and change the target number to 4 to cause a HP of damage (each raise would do +1 damage). You could remove the effect of shaken for PCs and NPCs and keep the damage system/shaken effect for normal enemies so the GM doesn't have to do so much tracking.

* Someone with a d6 Vigor would have 6 HP per wound level, or 18 hit points. A person with d8 Vigor would have 8 HP pre level or 24 HP total. If that's too much, you could do 1/2 Vigor die, 1/2 Vigor die + 2 or any such combination depending on how tough you want characters to be.
 

Bavix

First Post
Just Double it.

Since Toughness is mostly the deciding factor on whether a character takes a wound or not, I'd say the best thing to do would be to just double the wounds a Wild Card can take before becoming Incapacitated. Give All Wild Cards 6 wounds and only count every other wound as a penalty to Trait checks (2 wounds = -1, 4 wounds = -2, 6 wounds = -3, and 7 wounds = Incapacitated).
 

ValhallaGH

First Post
We can cobble together an HP system pretty quickly. We just need a few questions answered.

One: Do you want wound penalties (and their associated death spiral)?
Two: Do you want to keep Soak as an option?
Three: Shaken, or similar effects? If not, what's the Raise benefit for Tricks and Tests of Will?
Four: How lethal do you want it to be?
Five: When do you want Wild Cards to die?

Off the cuff, I'd just multiply non-armor Toughness by 3. Attack, hit, roll damage, subtract armor from damage, reduce hp. Extras multiply by 1.


I find myself really liking the effects of giving all my PCs Hard to Kill under the current rules. They ignore wound penalties for Incapacitation, which means a lot of "Six wounds! A Raise! He's still up and fighting, barely fazed by the seemingly devastating attack!" Recovering from Shaken is still an issue, but they can spend a benny to automatically act.
 

Adoamros

First Post
Hate to bump old threads but this may be useful to someone in the future. My group and I also disliked the shaken/wound system RAW in savage worlds. I designed a solution, it's still green in play-testing but seems to work very well:

Since Toughness is mostly the deciding factor on whether a character takes a wound or not, I'd say the best thing to do would be to just double the wounds a Wild Card can take before becoming Incapacitated. Give All Wild Cards 6 wounds and only count every other wound as a penalty to Trait checks (2 wounds = -1, 4 wounds = -2, 6 wounds = -3, and 7 wounds = Incapacitated).

I took a similar approach because I love wounds in SW, just not how much shaken comes into play. It's downright annoying at times, due to it being able to take PCs pretty much out of action and make hitting and damaging enemies unsatisfying if they recover the next round (this is meant to be blanketed by GM description). It seems to actually slow down play for us, because we like seeing actual incremental results on a damaging hit.

Creatures are no longer shaken when they get hit in combat. If a hit surpasses toughness they're immediately wounded. This wound can be anything from a bruise to a severed head (generally reserving the more gruesome descriptions for extras and minions and heavy hits).

I made this formula for Wild Cards. Each PC has a certain amount of 'wound slots', depending on certain variables.

Wound slots = 1/2 vigor + 3


Wounds now look like this (each [] = one wound slot):

(Incap) [-3] [-2] [-1] [ ] [d4] [d6] [d8] [d10] [d12]

Wild Cards also gain an additional wound slot every time they gain a rank (up to 4 additional wound slots at Legendary). They can also take an edge to get a wound slot (I called it 'Meat Shield' and gave it Novice, Spirit d8+ req's). Max. wound slot amount is 14 (vigor d12, legendary, meat shield edge). Although you don't have to include that edge.

Example: Azara is a seasoned character with a vigor of d8. 1/2 her vigor is 4. Adding 3 she has a base wound slot amount equal to 7. She also gained another wound slot when she became a seasoned hero. Azara has a total of eight wounds she can take before becoming incapacitated.

This system makes PCs more durable, which I think caters more to a D&D style of play. It also increases the power curve slightly as characters gain ranks. I'm undecided on whether or not I want to put raise caps on damage, we'll see how it comes into play.

For NPC's and monsters, I've created a new tier and modified the extras.

Extra/minion: This creature only has one wound slot. Once it's hit, it's incap'ed.

Elite: This creature is a bit more advanced than an extra. It has a number of wound slots equal to 1/2 its vigor die. 'Elite' doesn't necessarily mean it has received more training or is gifted, it merely means the creature is tougher and needs to be concentrated on more than an extra.'

Wild Card: These creatures and NPCs use the same formula for wound slots as the player characters. They can also use bennies.

Hope this post helps a bit.
 
Last edited:

A

amerigoV

Guest
(I'll admit, I cringe at making SW more D&D-like. I find SW as it is runs more like the old 1e games I remember from my youth (fast, hard hitting) than 3.x or 4e, but that aside).

Did you pull out the Bennie/Soak system on the damage side? It seems to me escalating wounds plus soaking would make PCs nearly invincible.
 

Adoamros

First Post
Understood, I've created this house rule since I run savage worlds a bit differently than how it is usually played, among the other reasons I listed.

I haven't removed the soak rule since I've established this mechanic. My players usually spend bennies on failed trait checks (more often than not all in one go <__>). But, I see your point. I may limit soaking to once per session, meaning only one benny can be spent on soaking. I'll see how it plays out.
 

A

amerigoV

Guest
There was a recent thread on Pinnacles forums about how to run a more gritty game. One idea (among many good ones) was you needed 2 bennies to soak. That might tie in well with the expanded number of wounds (although I would only charge 1 bennie to reroll a failed soak).
 
Last edited:

Epic Threats

An Advertisement

Advertisement4

Top