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[Savage Worlds] New GM to SW and Sundered Skies...
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<blockquote data-quote="amerigoV" data-source="post: 5793332"><p>Tricks are awesome, especially for the player that does not want to run the Combat Monster (tm) but still wants to contribute to a fight.</p><p></p><p>Its a resisted check (Smarts or Agility vs. the same). A success lowers target's defense by 2 (which is huge) and a raise Shakes them as well. </p><p></p><p>To give you an example - I was running a little halfing rogue that was by the party cleric when a Gnoll came down a side passage unexpectantly. On my turn, I did an Agility trick - basically run between the Gnoll's legs to get behind them. I got a raise on the agility check (resisted) so it shakes the gnoll. The cleric was up next - the combo of Parry down 2 and +1 for gang up turned a hit into a raise for the cleric. She did not roll well, but the does damage to beat toughness - down goes the Gnoll (second Shaken = wound = Extra is out of the combat).</p><p></p><p>So cinamatically, the halfling darts between the Gnolls legs, the gnoll stupidly bends down to see where the halfling went, and the cleric crushes his skull.</p><p></p><p>The best way to get players into Tricks and Test of Wills is to do it to them <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> They will quickly catch on!</p><p></p><p>Also the combat guide out on the website gives guidence when Tricks and ToW are good to use.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 5793332"] Tricks are awesome, especially for the player that does not want to run the Combat Monster (tm) but still wants to contribute to a fight. Its a resisted check (Smarts or Agility vs. the same). A success lowers target's defense by 2 (which is huge) and a raise Shakes them as well. To give you an example - I was running a little halfing rogue that was by the party cleric when a Gnoll came down a side passage unexpectantly. On my turn, I did an Agility trick - basically run between the Gnoll's legs to get behind them. I got a raise on the agility check (resisted) so it shakes the gnoll. The cleric was up next - the combo of Parry down 2 and +1 for gang up turned a hit into a raise for the cleric. She did not roll well, but the does damage to beat toughness - down goes the Gnoll (second Shaken = wound = Extra is out of the combat). So cinamatically, the halfling darts between the Gnolls legs, the gnoll stupidly bends down to see where the halfling went, and the cleric crushes his skull. The best way to get players into Tricks and Test of Wills is to do it to them :) They will quickly catch on! Also the combat guide out on the website gives guidence when Tricks and ToW are good to use. [/QUOTE]
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