Savage Worlds Kickstarter: Two Final Rules Previews!
With just one week (gasp!) until the launch of our Kickstarter for the new Savage Worlds Adventure Edition, Pinnacle Entertainment Group President, Shane Hensley presents two final sneak peeks of what’s in store beginning with a eulogy for Charisma, followed by a look at the revised rules for Multiple and Repeat Actions.
Take it away, Shane:
So Long to. . . Charisma!
Yup. You read it correctly. Charisma as a Derived Trait no longer exists in the Savage Worlds Adventure Edition. Effects of Edges like Attractive are built directly into the description now instead, granting a bonus or other effects to relevant skills.
We’ve felt that Charisma was problematic for quite a while, and the change to Support and its wide variety of uses was the nail in its very likable coffin.
For example, you might want to use Persuasion to Support a friend’s Spirit roll. Attractive adds +1 to Persuasion and Very Attractive adds +2. That works pretty much like it did when it increased Charisma, but we’ve reduced the bonus and it’s more direct in exactly what it affects.
That’s a pretty easy adjustment in play since it works almost exactly the same as before, but it’s a very large change overall and helps greatly with the “Charisma bloat” problem we’ve seen crop up over the years.
This is arguably the single biggest change to the rules, and we know it will take a little adjustment, but our extensive playtests have clearly proven it’s the right move. We’ll also have some specific advice for settings that rely on it heavily, such as Rippers Resurrected, sometime after launch.
From the start, the rule in Savage Worlds has always been that you can’t do the same thing twice… we had other ways to allow things like rapid firing, but characters were very restricted if they wanted to cast two spells as a Multi-Action, for example.
Well… no more! Here are the new Multi-Action rules. Note that they don’t say you can’t repeat an action. You can now make three separate Fighting or Shooting attacks, cast three of the same or different spells, and so on!
Multi-Actions
Characters can perform up to three actions on their turn. Each additional action beyond the first inflicts a −2 penalty to all actions. Taking two actions, for example, incurs a −2 penalty to both, and three actions is a −4 penalty.
Wild Cards get their Wild Die on each action as usual.
All actions must be declared at the start of the turn and before any dice are rolled. Penalties remain even if a later action doesn’t happen (usually because it was dependent on an earlier success).
Movement and Multiple Actions: A character may perform multiple actions at different points in his movement.
And that’s it for the sneak peeks, amigos. Next week, we’ll be launching the Kickstarter and soon after, you’ll be able to see for yourself how it all works together to make the Adventure Edition the Fastest, most Furious, and most Fun version of Savage Worlds yet!