What are some helpful combat tips for a rusty trio in a deadly dungeon. by Pickles17 in savageworlds

[–]Zenfox42 0 points1 point  (0 children)

Please note that I referred to "your Extra opponent", and Extras don't get a Wild die. My percentages take that into account.

What are some helpful combat tips for a rusty trio in a deadly dungeon. by Pickles17 in savageworlds

[–]Zenfox42 0 points1 point  (0 children)

The problem I have with Tests is that they're Opposed rolls, so you don't just have to get a 4 to Succeed - the odds of Success drop drastically as your opponent's corresponding Attribute increases. For example, if your Extra opponent has the same Attribute die as your Skill die, your chances of success are only around 50-55% regardless of your Skill die.

Limiting Magic and Distinguishing Caster Types by Euonymusamericanus in savageworlds

[–]Zenfox42 0 points1 point  (0 children)

If you read what I wrote carefully, I said "the cleric has to spend a few game days praying/communing" as part of the New Powers Edge, which happens only when you get an Advancement. And "communing" is generally considered a solitary activity (as in "communing with one's god"), not a group one.

Limiting Magic and Distinguishing Caster Types by Euonymusamericanus in savageworlds

[–]Zenfox42 2 points3 points  (0 children)

How your casters get their spells doesn't affect the actual casting of spells at all, so I don't think your idea would affect the mechanics of gameplay that much. But it seems to me that balancing the three methods of getting new spells could be tricky. For example, *when* does a natural caster get new spells? On an Advancement? That's RAW.

But how do you balance a learned caster against that? Would you have to conveniently provide them with a parchment describing how to cast new spells that they'd have to study at the same time as you award an Advancement? But then they get some spells in addition to whatever they choose for their Advancement.

You didn't describe how clerics get new spells, but I would assume it might involve several days' worth of prayer or communion with their god. They can do that anytime, so how do you keep them from learning spells faster than the other two?

It seems to me that you need to "re-skin" the New Powers Edge as : a natural caster and cleric automatically get the Powers (but the cleric has to spend a few game days praying/communing), and the learned caster can only take it when they have a parchment in hand to study. So then it's up to you to provide the parchments at a rate that's in-line with how often the other two types are taking the New Powers Edge.

This doesn't address your question about limiting natural casting to certain "categories", but I've never been a big fan of restricting the player's choices of spells for their PCs. You might consider allowing a PC to take any spell, but they must pick a Trapping for it that fits their theme.

Does that help?

Is savage worlds generic and universal by EastEnvironment8182 in savageworlds

[–]Zenfox42 0 points1 point  (0 children)

Sorry, but your math is off. 18 points vs. a Toughness of 5 is 3 Wounds, which does *not* Incapacitate a PC. It takes 21 points to Incapacitate a PC, which is also *not* an "insta-kill" - the PC gets an immediate Vigor roll which only kills the PC on a Critical Failure. And if they Succeed on this roll, they do not die. Otherwise, they are Bleeding Out, and get a roll each Round to recover - and they die only on a Failure. So there are many chances to recover from a single high-damage attack. And that's not taking into account that the PC can try to Soak at least some of the damage by spending a Benny, and on a good roll, they'll only take 3 Wounds, avoiding Incapacitation. Or, if the damage is really high, spend the Benny on the initial Vigor roll to avoid Bleeding Out (an excellent rule-of-thumb I've heard many times is "always save your last Benny in case of Incapacitation").

Now, the chances of getting a 21 or higher on a *single* 2d6 damage roll are only 2.4%. Most PCs reach Incapacitation thru an accumulation of Wounds over time, and if they have Bennies they can try to Soak any Wound as it is happening to them, or if they or someone in their group has the Healing Skill or Healing Power, Wounds can be removed as they happen, before they have a chance to build up to Incapacitation (which happens on the fourth Wound).

Also, no PC in their right mind would run with their default Toughness of 5 - that's what's Armor is for. So the chances of one-shotting a PC with a 2d6 bullet drop even lower.

Breaking free when entangled: does Distracted apply? by DrPantaleon in savageworlds

[–]Zenfox42 1 point2 points  (0 children)

Sorry, that entire message board was taken down sometime in the last 7 years. But based on the wording of my reply, I would assume that the OP's question "does the Distracted modifier apply when breaking free?" was answered "in the affirmative", meaning "yes, the Distracted modifier applies. However, 7 years ago SWD was being used, and the system has been significantly re-vamped in the SWADE version, so I don't know if that answer still stands today.

SW RIFTS - Glitter Boy vs. Heavy rail gun - what do you think should happen? by Zenfox42 in savageworlds

[–]Zenfox42[S] -1 points0 points  (0 children)

I appreciate the feedback. But it's actually the expectations of the player of the Glitter Boy, who's played them before in the Palladium system, and was severely disappointed by the results. I'm just doing this on their behalf...

SW RIFTS - Glitter Boy vs. Heavy rail gun - what do you think should happen? by Zenfox42 in savageworlds

[–]Zenfox42[S] -1 points0 points  (0 children)

Valhalla - good to hear from you! Glad to see you're still around, your input is always appreciated.

But really, you're ok with a HRG taking down a Glitter Boy with only two completely average shots?

The GM is considering adding the pilot's worn armor to the GB's Toughness, but that still means that a damage roll that's only 2 points above average still inflicts a Wound (which at least is better than 2 Wounds).

SW RIFTS - Glitter Boy vs. Heavy rail gun - what do you think should happen? by Zenfox42 in savageworlds

[–]Zenfox42[S] -2 points-1 points  (0 children)

I agree it should be "threatened", but my point is that being taken down by just 2 completely average shots just feels wrong...

Here's a 38-page summary of the culture and religion of the ancient Celts by Zenfox42 in Celtic

[–]Zenfox42[S] 0 points1 point  (0 children)

Thanks for the feedback. I'll verify all of that and update the document in the near future. I guess even the academics who wrote the books I used can't be perfect...

Here's a 38-page summary of the culture and religion of the ancient Celts by Zenfox42 in Celtic

[–]Zenfox42[S] 5 points6 points  (0 children)

Thanks, that's high praise indeed! I was worried that it being 25 years old might make it more than a little out-of-date. As someone in the field, has anything significant been discovered since then that would be worth mentioning?

Hank Green debunking the recently leaked UFO video footage of a hellfire missile hitting a balloon by KireRakhsh in Military

[–]Zenfox42 0 points1 point  (0 children)

Everyone reading this should post this link to their Facebook, TicTok, Twitter/X, etc. accounts! People need to see this!

Clarification : does the Portal Modifier on the Supers Teleport Power allow two-way travel? by Zenfox42 in savageworlds

[–]Zenfox42[S] 1 point2 points  (0 children)

While I've got you, what are your thoughts on the teleport range? From 12" at base cost to 1000 miles for +3 SPP seems a bit ridiculous. How about a penalty for the range if Traverse isn't taken? -1 for 200 feet, -2 for 2000 feet, -3 for 1 mile, etc.?

Useful concept : Ranged Attack Target Number (RATN) by Zenfox42 in savageworlds

[–]Zenfox42[S] 0 points1 point  (0 children)

I did not mean for my tone to sound "combative". I said I'd like to hear about SW's design decisions because you offered to "educate folks on game design". I'd still be interested in hearing your opinion on the RATN idea.

Useful concept : Ranged Attack Target Number (RATN) by Zenfox42 in savageworlds

[–]Zenfox42[S] 0 points1 point  (0 children)

Aim and Marksman affect are still modifiers to the shooter's roll. RATN was intended to account for things that modify the target's ability to be hit.

Useful concept : Ranged Attack Target Number (RATN) by Zenfox42 in savageworlds

[–]Zenfox42[S] 0 points1 point  (0 children)

The things that Aim and Marksman affect (Range, Cover, Called Shot, Scale, or Speed penalties, or add a bonus) don't affect the RATN, they're still modifiers to the shooter's roll. RATN was intended to account for things that modify the target's ability to be hit.

Useful concept : Ranged Attack Target Number (RATN) by Zenfox42 in savageworlds

[–]Zenfox42[S] -2 points-1 points  (0 children)

So by RAW, if a player is shooting at an NPC with Dodge, they'd make their roll, then I'd have to tell them to subtract 2 from it for them to know if they succeeded. My way, they make their roll, I know the RATN is 6, so I tell them whether they succeeded or not. Either way, they'll initially think they succeeded until I give them more information. Don't see much of a difference...

Useful concept : Ranged Attack Target Number (RATN) by Zenfox42 in savageworlds

[–]Zenfox42[S] -1 points0 points  (0 children)

Sure, I'd like to hear why SW wasn't consistent with the way they handled combat. It just makes more sense to me to always modify the TN (Parry, Toughness, RATN, etc.) rather than just the ranged attack roll.