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Greg K Seasoned
Joined: 31 Dec 2009 Posts: 143
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Posted: Mon Sep 13, 2010 1:21 am Post subject: Collected: Clint's insights & options (update:11/27/10) |
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I thought it would be helpful to have one place that collects Clint's insight into SW's design philosophy and the modifying of existing rules, his advice on trappings, and his variant rules and new rules options (including maneuvers like Push/Trip) from the House Rules and Chat sections. So, here is where I will be keeping track of such things.
Design Philosophy The why's behind why things are as they are
What every new GM should know
Cooperative Rolls
Why a +2 bonus is pretty big deal
Explanation on why raises are capped and use a die instead of a flat bonus
Why some skills are broad and other are not
why taunt and intimidation are not a part of persuasion
Why running is a die roll
What Notice represents (or Why notice is a skill and not derived from smarts)
Ambidexterity and Two-Fisted: A response to someone thinking Ambidexterity is underpowered and wondering if giving everyone Ambidexterity would be overpowered
The purpose of Professional Edges and also a response to concern of Champion's requirements
Are the Incapacitation rules too harsh and a look at Incapacitation in Explorer's Edition vs. the previous edition
Why puppet is not overpowered
Why rate of advances are based on 80 XP and not 100 XP
Why your fighter/mage will never be as good as a dedicated fighter or dedicated mage in their specialty
Setting Rules
Setting Rules: Severe Wounds and Follow up
variant: adjusting Incapacitation by setting Several options for dialing incapacitation from cartoony to harsh!
Relationships: 2 new edges and setting rules suggestion
Skills
When to include knowledge skills in your game vs. common knowledge
On combining Climb and Swim, what to consider
On splitting Skills
variant: Alternate Method for handling common knowledge
variant: Background Skills
Noticing traps and movement
examples of using Taunt out of Combat
Edge, New
New Edges: Avoidance, Improved Avoidance, Rapid Fire, Improved Rapid Fire
New Edge: Sieze the Day Spend a Benny after initiative is dealt to act as if on hold
New Edge: Maul Smash
New Edge: Tricky Fighter
New Eges: Noviate and Priest 2 tiered edge for priests and a follow up
Mcgyver Edge as Cybernetic tools Renaming an edge as trappings
Hindrances
Habit(Minor) vs. Quirk
New Hindrances gained through play: Suggestions in response to a GM asking about giving a player an edge for a new hindrance that resulted in play
New Hindrance: Unfocused
Bad Sight as one possible way to do the blind martial artist whose senses help them fight in close combat
Experience and Advances
Retraining On retraining as per 4e DND
Initiative
variant: Initiative inherently tied to Agility and Smarts, Initiative as derived stat: Advice given to someone wanting Agility and Smarts to play more of a role in initiative. Also contains advice on modifying some Edges to fit the changes
variant: using d20 for initiative instead of cards
variant using d6 for initiative instead of cards
Combat Maneuvers: New Maneuvers, Variants, and how to use existing rules
New Maneuver: Push/Trip
Charging attacks How to handle in Savage Worlds
Tackling a variant grapple involving running and grappling. Check it out for the effects.
Throwing a Grappled Character
Garrote Attack
Combat Adjudication/Situation advice
Using Wild Swing and Called Shots for martial arts maneuvers
Sneaking in Combat
Attacking from higher ground Using cover to simulate this
Called Shots on Vehicles
variant limiting wounds in response to someone wanting to limit acing damage for something heroic (note: Clint then suggests another option- adjusting Incapacitation (see the variant below))
variant: area effect without a map
variant: Simple Area Effect Deviation Determination and a follow up to lessen the chance of hitting an ally
variant: tiered raises
variant: players make the combat rolls
Combat advice, analysis, misc
Is Wild Attack too powerful
2-handed weapons vs. other "styles" an examination in response to someone asking if 2-handed weapons are underpowered
An examination of archer characters vs. melee characters
Rough estimation for determining combat difficulty and the risk of "balancing mechanics"
Dealing with NPCs that have high damage and high toughness
Healing (Note: also see Setting Rules above)
Equipment
caltrops A possible suggestion for handing caltrops
Garrote Attack
Rubber Bullets
Setting Rule: Threaded Construction for Modern Armor
Vehicles
The inverse soft obstacle rule (or what happens when a vehicle without Heavy Armor collides w/ a stationary object with Heavy Armor)
Keeping track of fuel: use a variant of ammo rules for allies
Powers
Design behind, Blast, Bolt, and Burst
Bolt and Trappings based on PPs used(from Rpg.net)
Bolt w/air trappings modifying bolt for an air trapping
Illusions as Trappings (from Rpg.net)
variant: Switching Magic Trappings
variant: Fatigue for extra power points
variant: Permanent Powers (no power points)
Constructs
Robot does not always mean construct: If a robot can be affected by a called shot and suffer a wound penalty, it is not a construct.
Environment
Handling Hail Storms
Falling
Free fall speed to paces
Hunger
More "realistic" hunger rules
Cybernetics, Decking, implants
ideas for cyberdecking
Probability Determination implant
Mecha
mecha and piolot: handling damage
Monsters
New Special Ability: Big Bad Give your big bad more staying power
Angels: as retrapped demons
D20 DC conversions
Guidelines on converting d20 Difficulty Classses to Savage Worlds
D&D combat options in SW terms
Fanasy Companion
clarification regarding trappings and penalty to vigor and guts
Supers Companion
Altered Form-New Modifier: Binding/Constricting
Last edited by Greg K on Sat Nov 27, 2010 8:15 pm; edited 48 times in total |
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Ultimoose Seasoned
Joined: 30 Apr 2010 Posts: 283
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Posted: Mon Sep 13, 2010 9:57 am Post subject: |
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I think a collected FAQ (unless I've missed it?) should be available. It's pretty amazing to me how many times the same pool of questions are asked (I know this from doing searches on several questions I had ).
Examples are Clints ever patient post and re-post of answers on the basics like damage, wounds, shakens, knockdown, spending bennies to remove shakens, first strike, leaving threatened squares etc.
Just this weekend I couldn't find something on dual wielding sawed off shotguns in the book or on the forums but in the end after I'd posted my question I found a reference to someone wanting to use two carbines in each hand and found the answer. Since mine was only the second time it had been asked perhaps it wasn't a FAQ though. But most of the above are asked over and over.
And Clint keeps cheerfully answering them for which I award him major kudos and a virtual Community Manager award of the highest calibre. |
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Greg K Seasoned
Joined: 31 Dec 2009 Posts: 143
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Posted: Mon Sep 13, 2010 12:59 pm Post subject: |
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| Yeah, the idea started after I was trying to search for the illusion trapping at rpg.net and other useful advice and not recalling where I saw it. |
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Greg K Seasoned
Joined: 31 Dec 2009 Posts: 143
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Posted: Sun Nov 07, 2010 6:35 pm Post subject: New updates |
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I am back to updating and just updated the following from the Chat section
Skills
Notice Traps when Moving
Hindrances
Habit (Minor) vs. Quirk
Combat
Combining Wild Swing and called shots to reflect different martial arts attacks
Throwing a grappled character (why didn't I see this before yesterday when I posting my own version among my grappling options in the House Rules section?)
Called Shots on Vehicles
Equipment
Thoughts on caltrops
Experiences and Advances:
Retraining skills
Environment:
Handling Hail Storms
Conversions
Guidelines on converting d20 Damage Classes |
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Greg K Seasoned
Joined: 31 Dec 2009 Posts: 143
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Posted: Sun Nov 07, 2010 7:51 pm Post subject: |
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Added Higher Ground as Cover under Combat
Added an examination or archers vs. melee characters to combat |
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Greg K Seasoned
Joined: 31 Dec 2009 Posts: 143
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Posted: Sun Nov 07, 2010 9:09 pm Post subject: |
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added several things including
When to include knowledge skills
Why raises are capped and use a die
Using Ammo for allies as an example of how to track fuel |
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Greg K Seasoned
Joined: 31 Dec 2009 Posts: 143
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Posted: Mon Nov 08, 2010 1:11 am Post subject: |
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Added more under the skill section, a link to several suggested new edges, plus more.
Sixteen more pages (4-19)to go through in the chat session and then back to house rules. |
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The GIT! Veteran

Joined: 12 Mar 2007 Posts: 960 Location: Wherever the next mission takes me!
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Posted: Tue Nov 09, 2010 10:25 am Post subject: |
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Is there any way to make this topic a sticky? _________________ Ejector seat? You're joking!
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Greg K Seasoned
Joined: 31 Dec 2009 Posts: 143
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Posted: Tue Nov 09, 2010 11:16 am Post subject: More additions (updated for a second time) |
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Added the following:
Rough estimation for determining difficulty of combat
Why a +2 from an edge is a pretty big deal
More additions:
The inverse soft obstacle rule (or what happens when a vehicle without Heavy Armor collides w/ a stationary object with Heavy Armor)
Even more additions
Additional effect to Block and Improved Block Feats
Beast Friend to summon animal allies in combat |
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Greg K Seasoned
Joined: 31 Dec 2009 Posts: 143
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Posted: Tue Nov 09, 2010 1:04 pm Post subject: Even more updates for today. |
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A fourth set of updates for today.
New Maneuver: Push/Trip
Design Philosophy behind Cooperation Rolls
Modifying Blast for Air Blast trappings
and more that I have forgotten.
I also created a new heading Design Philosophy and moved some previous entries behind it |
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Greg K Seasoned
Joined: 31 Dec 2009 Posts: 143
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Posted: Tue Nov 09, 2010 6:28 pm Post subject: |
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More additions including
Garrote rules
Charging in Savage Worlds
variant: d20 initiative
variant: d6 initiative
variant: Tiered raises
variant: area affect w/out a map
variant: simple area affect determination
variant: players make all combat roles
Examples of using Taunt out of combat
Why Puppet is not over powered
Why running uses a random die roll
New Special Ability: Big Bad
Angels as retrapped demons
D20 maneuver equivalents in Savage Worlds |
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Greg K Seasoned
Joined: 31 Dec 2009 Posts: 143
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Greg K Seasoned
Joined: 31 Dec 2009 Posts: 143
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Greg K Seasoned
Joined: 31 Dec 2009 Posts: 143
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Lord Lance Heroic

Joined: 23 Jul 2008 Posts: 1406 Location: Vicenza, Italy
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Posted: Wed Nov 10, 2010 1:53 pm Post subject: |
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GREAT IDEA FOR A TOPIC! YEAH, FINALLY THE "WORD OF CLINT", CATEGORIZED! _________________ "Balance is the key, Trapping is the word." - - Lord Lance
Proud creator of the SAVAGE FREE BESTIARY |
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Greg K Seasoned
Joined: 31 Dec 2009 Posts: 143
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Posted: Thu Nov 11, 2010 10:28 pm Post subject: |
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variant: limiting wounds
variant: adjusting Incapacitation by setting. Adjusting the dial from cartoony to harsh!
Fatigue for Extra power points
Suggestions in response to a GM asking giving an edge for a new hindrance gained through play.
Switching Magic Trappings
Ambidexterity and Two- Fisted: Clint explains both of these in response to someone asking if Ambidexterity is underpowered and would giving it to everyone be overpowered.
Are the Incapacitation rules too harsh? and a look at Incapacitation in Explorer's Edition vs. the previous edition
Is Wild Attack too Powerful?
Why the rate of advances is based on 80xp rather than 100xp
Why fighter/mages will never be good as either a dedicated fighter or wizard in their speciality.
The purpose of Professional Edges and also a response to concern of Champion's requirements _________________ My compilation thread of Clint's advice, rules options, and design insight |
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Greg K Seasoned
Joined: 31 Dec 2009 Posts: 143
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Lord Lance Heroic

Joined: 23 Jul 2008 Posts: 1406 Location: Vicenza, Italy
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Posted: Mon Nov 15, 2010 2:00 am Post subject: |
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PS: you put Garrotte 2 times. Do you love garrotte too??  _________________ "Balance is the key, Trapping is the word." - - Lord Lance
Proud creator of the SAVAGE FREE BESTIARY |
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PenBoy99 Seasoned
Joined: 16 Mar 2008 Posts: 209
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Posted: Mon Nov 15, 2010 9:42 am Post subject: |
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| Can we add all this to the Savagepedia? |
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Greg K Seasoned
Joined: 31 Dec 2009 Posts: 143
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Posted: Mon Nov 22, 2010 12:01 am Post subject: small update 11/21/10 |
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Added the following
1. New Category- Fantasy companion and a link to the clarification regarding the -2 penalty to vigor and rigor rolls
2. New Category- Super Companion and a link to a new altered form modifier binding/constricting
3. Using Bad Sight as a possible way to do a marital artist that uses other senses to compensate in close combat _________________ My compilation thread of Clint's advice, rules options, and design insight |
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