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Savage d6 (1d6 only Savage Worlds Conversion)

 
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Theophage
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Location: Tucson, AZ

PostPosted: Wed Dec 31, 2008 5:48 pm    Post subject: Savage d6 (1d6 only Savage Worlds Conversion) Reply with quote

Okay, so inspired by a comment in this thread: http://www.peginc.com/forum/viewtopic.php?t=21512

I decided to do a total conversion of SW to using only 1d6. Comments, criticisms, and copyright reminders welcome.


Savage d6 (Sd6)
===============

This document converts Pinnacle Entertainment Group's really amazing game system Savage Worlds (SW) to use only standard six sided dice (d6). Only one d6 is absolutely needed, but you'll probably want to use two (preferably different colors) for Wild Card trait rolls and damage. And for even more convenience, a set like this for each player as well as the game master.

Die Types
---------

Savage Worlds uses five different die types to rate a character's traits. These are converted to a single d6 as follows: d4 = d6-1, d6 = d6, d8 = d6+1, d10 = d6+2, d12 = d6+3. Note that the average result of each type is the same, while the upper and lower ends of these ranges are not.

The level of ability in each trait is now referred to and recorded as just the modifier (-1 to +3) rather then by the die type in SW.

In addition, trait levels above d12 are represented in Savage Worlds as flat bonuses (d12+1, d12+2, etc). For Savage d6, simply add that bonus onto the d12 equivalent (d6+3) like so: d12+1 = d6+4, etc.

Wild Die
--------

The wild die for Wild Cards like the player characters is still a d6. A trait roll for a Wild Card is made with 2d6, adding the modifier onto the highest result.

Target Numbers
--------------

Target numbers remain the same as in Savage worlds.

This means that a trait of d6+3 will succeed vs the standard target number of 4 100% of the time. While this may seem excessive, consider that: 1) not all target numbers are of the standard difficulty of 4, and 2) any other negative modifiers (-1 for dim lighting, fatigue, etc.) will still reduce that to less than 100%. These reasons are also why it is still advantageous to raise a trait above d6+3 when possible.

Parry and Toughness
-------------------

Since the different die types are no longer being used, Parry and Toughness are calculated as follows: Parry = 5 + Fighting skill modifier, Toughness = 5 + Vigor modifier.

Similarly, anywhere the rules refer to some number being based on die type (such as some settings where you can learn a number of languages equal to half your smarts die type, etc.) you can either substitute 3 + trait modifier for half of the die type, or double that for the full die type.

Damage
------

Damage is calculated the same way as in Savage Worlds, simply converting each die type to a d6 with modifier. For example, a dagger which in Savage Worlds does Strength + d4 damage, does Strength + d6 - 1 damage in Savage d6. A character with a Strength modifier of +0 (d6) would do d6 + 0 + d6 - 1 or 2d6-1 damage with that dagger.
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SlasherEpoch
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PostPosted: Wed Dec 31, 2008 6:45 pm    Post subject: Reply with quote

I think this screws with the odds an awful lot.

Wasn't the original to roll 1-5d6 with 4 still being the target number?
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Theophage
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PostPosted: Wed Dec 31, 2008 6:59 pm    Post subject: Reply with quote

Using 1 to 5d6 is what was mentioned in the thread, but I also suggested just using a single d6. After thinking about it further, I came up with the above.

Does it mess with the probabilities too much? How much is too much?

The averages are all the same: average for d4 = 2.5, average for d6-1 = 2.5, etc. only the top and bottom of the ranges are different. I don't find the probabilities to be different enough to change any of the target numbers, the edges, or any of the other situational modifiers.
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Gavinwulf
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PostPosted: Thu Jan 01, 2009 2:08 am    Post subject: Reply with quote

This seems like it would grant a significantly higher number of raises; rolled more consistently, once your trait was above a D6.
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The Angle
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PostPosted: Thu Jan 01, 2009 2:35 pm    Post subject: Reply with quote

Actually, this appears to lower the odds of rolling successive raises more often than it raises them.

Code:

        d8  / d6+1      d10 / d6+2      d12 / d6+3
 4     0.63 / 0.67     0.70 / 0.83     0.75 / 1.00
 8     0.13 / 0.17     0.30 / 0.17     0.42 / 0.33
12     0.08 / 0.06     0.09 / 0.08     0.08 / 0.11
16     0.02 / 0.02     0.05 / 0.02     0.06 / 0.03

This question begs the second question of, does it matter whether it changes the odds? It's not as if the percentages in SvgW reflect an objective reality. They're just probabilities applied to a game situation, on a largely arbitrary basis. Any set of numbers is valid, provided the players accept them as such.

Does this mean what it states?

Quote:
A trait roll for a Wild Card is made with 2d6, adding the modifier onto the highest result.

I'd recommend still keeping an absolute distinction between the wild die and the trait die, for two reasons. First, always adding the bonus to the higher die will skew the results significantly in the WC's (which usually means PCs') favor. Second, it removes the game's ability to apply penalties when a 1 is rolled on the trait die.

I've found that when differentiating two d6s from one another, using a small die and a large die often makes for quicker recognition than, say, a blue die and a red die. If dice of equal sizes are used, then the wild die should always be white (for example) for everyone. That way, no one can pull the old "no, this time the blue die was wild and the red die was my trait." It's easy to justify on the grounds that it makes things easier for the GM -- because it does.

Steve
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The Angle
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PostPosted: Thu Jan 01, 2009 2:44 pm    Post subject: Reply with quote

One area where this will introduce a slowdown is muscle-powered weapon damage. In the past, when Ragnar swung his battle ax, he did d8+d10 damage. Now he does d6+1 + d6+2. Prepared, attentive players will write this on their character sheets and carry it in their heads as 2d6+3 -- no problem. Everyone else will remember it as 2d6 plus some other numbers -- let me look those up ... just a moment ...

Steve
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Theophage
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PostPosted: Thu Jan 01, 2009 3:39 pm    Post subject: Reply with quote

Re: the wild die

Originally I didn't think it would matter if the bonus were added to whichever die was higher, but now that you mention it, it does make a difference. Thank you for pointing that out, The Angle. I would certainly want the wild die separate.

As for weapon damage, yes, it is a little more involved, but I don't think by much. All muscle powered weapons are going to be 2d6 + your strength modifier, plus the weapon modifier (In fact, putting it that way makes it sound even simpler). I would imagine that a weapon's damage would be written on the character sheet before play anyway.

This conversion is just something to use if you're interested. Naturally, there's going to be some differences, and those differences may or may not be desireable. I tried to be as consistent as possible with this conversion.
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Gavinwulf
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PostPosted: Thu Jan 01, 2009 9:11 pm    Post subject: Reply with quote

Hmmm... I might try this out some time.
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scourger
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PostPosted: Thu Jan 01, 2009 11:02 pm    Post subject: Reply with quote

Yeah, looks interesting.
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