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[UPDATED] Looking At Savage Worlds Rifts
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<blockquote data-quote="innerdude" data-source="post: 7700088" data-attributes="member: 85870"><p>There's a really simple way to make it more "simulationist" if that's what you really want ---- </p><p></p><p># of wounds per character = 1/2 the character's Vigor die. In this variant, everyone except the lowly d4 vigor people have 3 or more wounds. However, to make up for the higher number of wounds per character, you probably need to adjust as well the threshold for beating someone's toughness to cause a wound. Maybe lower it from 4 to 3, or even 2. Don't diddle with the actual toughness rules, just make the threshold for causing a wound (instead of just shaken) lower. At that point you'd also need to houserule the wound penalties accordingly, but that's something that should be easy to suit to taste.</p><p></p><p>Then if you want to have an "exceptionally tough" foe, you simply adjust the "damage above toughness" wound threshold accordingly.</p><p></p><p>Likewise, if you want everyone more fragile, make # of wounds per character = 1/3 Vigor die, and keep the wound threshold the same, or possibly raise it to 5 if you want to give people a little more plot protection. </p><p></p><p>I'm not saying I think either is a good solution. I think both house rules play pretty strongly against Savage Worlds' rules-as-intended, and would make combat both dramatically slower and more deadly overall, but it's certainly an easy change.</p><p></p><p>I don't know what to tell you about bennies. Frankly, using bennies to "soak" wounds bothered me for the longest time, until it clicked with me that the soak mechanic is basically a "hit dice / healing surge" variant that in actuality allow for GREATER simulationist leanings than actual hit dice / healing surges. After that I never had a problem with them.</p><p></p><p>Sure, in actual use, they're totally a narrative device. What just happened? How did that hero narrowly avoid taking that deadly wound? Eh, who knows; make up the fiction to suit. However, what it DOES do in the aftermath is make everything else about actually SUFFERING a wound, and having to be healed from it, vastly more coherent and "simulationist" than anything D&D has managed to date in terms of hit points. How did you avoid that wound? Make it up.</p><p></p><p>But once you actually HAVE a wound, <em>it's a wound</em>. For me, the trade off of a "narrativist" mechanic in soaking wounds is absolutely worth it to have a more coherent injury / exhaustion mechanic post hoc.</p><p></p><p>YMMV.</p></blockquote><p></p>
[QUOTE="innerdude, post: 7700088, member: 85870"] There's a really simple way to make it more "simulationist" if that's what you really want ---- # of wounds per character = 1/2 the character's Vigor die. In this variant, everyone except the lowly d4 vigor people have 3 or more wounds. However, to make up for the higher number of wounds per character, you probably need to adjust as well the threshold for beating someone's toughness to cause a wound. Maybe lower it from 4 to 3, or even 2. Don't diddle with the actual toughness rules, just make the threshold for causing a wound (instead of just shaken) lower. At that point you'd also need to houserule the wound penalties accordingly, but that's something that should be easy to suit to taste. Then if you want to have an "exceptionally tough" foe, you simply adjust the "damage above toughness" wound threshold accordingly. Likewise, if you want everyone more fragile, make # of wounds per character = 1/3 Vigor die, and keep the wound threshold the same, or possibly raise it to 5 if you want to give people a little more plot protection. I'm not saying I think either is a good solution. I think both house rules play pretty strongly against Savage Worlds' rules-as-intended, and would make combat both dramatically slower and more deadly overall, but it's certainly an easy change. I don't know what to tell you about bennies. Frankly, using bennies to "soak" wounds bothered me for the longest time, until it clicked with me that the soak mechanic is basically a "hit dice / healing surge" variant that in actuality allow for GREATER simulationist leanings than actual hit dice / healing surges. After that I never had a problem with them. Sure, in actual use, they're totally a narrative device. What just happened? How did that hero narrowly avoid taking that deadly wound? Eh, who knows; make up the fiction to suit. However, what it DOES do in the aftermath is make everything else about actually SUFFERING a wound, and having to be healed from it, vastly more coherent and "simulationist" than anything D&D has managed to date in terms of hit points. How did you avoid that wound? Make it up. But once you actually HAVE a wound, [I]it's a wound[/I]. For me, the trade off of a "narrativist" mechanic in soaking wounds is absolutely worth it to have a more coherent injury / exhaustion mechanic post hoc. YMMV. [/QUOTE]
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