Then it says:When you want to do something, the GM tells you what trait to use and you roll that die. If it's equal to or greater than 4, plus or minus any modifiers, you're successful.
I don't get it. By this method you could never get the 4 you need to be successful. Does this mean you can never do anything untrained, unless you have a modifier of at least +2?If a character doesn't have a skill for an action he's attempting, he rolls 1D4 and subtracts 2 from the total.
Masked Otaku said:Some people seem to love the system, but it never worked out for my group. You see when you roll, your rolling against a target number. For every 4 point over that you get what's called a "raise" it's sort of like a success level. Where my group ran into trouble was in combat. Especially ranged combat. The target number is 4 on ranged attacks, modified by range [short +0, Medium -2, Long -4 to roll]. Most combats took part at short range, so no modifier for rnage. It was not unusual for my players to roll in the teens and twenties on their rolls. Well that meant with a roll of say 12 they hit with 2 raises, wich added +2 damage per raise [+4 total]. Then they would roll damage [2d6+1 AP1 {ignores 1 pt of armor} for a Colt Peacemaker]. On damage it was not uncommon for them to roll in the twenties because of the exploding dice. Lets say they rolled a 18 on their damage, +4 for the raises on the to hit roll, so 22 damage total. A Toughness [kinda like DR, you have to roll above toughness to do damage] of 7 or 8 is quite high. So 22 - 8 = 14, they beat the targets Toughness by 14. Well divide that by 4 and you get 3 raises worth of damage, that's enough to take a character from healthy to almost dead. There are ways to reduce that, but like I said my group had a way of rolling high. it was not uncommon for them to get 4 or 5 raises on damage.
Which means that they killed damn near anything I threw at them. This lead to a false sense of power and invincibility. The first time an enemy did as well on a roll as they did they were shocked and cried foul.
EDIT: I was using the first printing, the second printing added in a lot erranta and changed some of the rules, so it my have fixed the problem I experienced in play.
Sado said:I've got a rules question. From the Test Drive:Then it says:I don't get it. By this method you could never get the 4 you need to be successful. Does this mean you can never do anything untrained, unless you have a modifier of at least +2?
Particle_Man said:They did fix that one. Now you can never get more than one raise, but the raise gives you 1d6 rather than +2.
Actully that can make it worse, as that 1d6 explodes. All dice rolls explode in Savage Worlds.Particle_Man said:They did fix that one. Now you can never get more than one raise, but the raise gives you 1d6 rather than +2.
Henry said:That kinda sucks, because now the occasional rare "ULTRA-EXPLODE!" doesn't give you any benefit. In the demo I played in, I rolled something like a 45 on a 1d6 attack roll once, and the whole table was freaking out!![]()
Sado said:Another question, the Test Drive rules don't give any rules for the effects of weight/encumbrance as far as I can see. Did I miss that?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.