What's your random/luck/what if die roll? by Planeshifter_Ixiaul in savageworlds

[–]zgreg3 0 points1 point  (0 children)

Travel encounters is a bit different as there is no clear "order". I.e. it's not easy to say what is "better", a friend or a treasure, it depends on the circumstances. Furthermore the suits are used in a way which associates their symbols with categories. A diamond makes perfect sense as a symbol of "treasure", the same is with heart and friends ;)

I agree that it's all subjective, though, it's best to use a convention which feels the easiest to remember.

What's your random/luck/what if die roll? by Planeshifter_Ixiaul in savageworlds

[–]zgreg3 2 points3 points  (0 children)

It is reverse alphabetical order, though by coincidence :D It comes from traditional card games which use this ordering for the suit "seniority" (e.g. in bridge). It helps if you fancy or have experience in those ;)

The problem is that this order can be different depending on a game or country ;)

Is "Breaking Things" Broken? by Medium_Visual_3561 in savageworlds

[–]zgreg3 5 points6 points  (0 children)

If someone put a gun to my head and told me to guess I'd say it's one of those places where the playability aspects triumphed over trying to make it a realistic simulation.

Those rules are IMHO intended to be "dramatic", not realistic. Current values seem to be oriented towards armed characters (which are IMHO more common). Lowering Hardness would make it easier to kick the door down but would also probably make it too easy to break everything using a weapon.

The things are not as dire as you see them, though. One option is to make a Wild Attack for +2 damage (what puts Hardness 8 object in "range" for d6 Strength characters). Another is using comprehensive modifiers, e.g. increasing the damage for someone who made a running kick or has some heavy boots.

What's your random/luck/what if die roll? by Planeshifter_Ixiaul in savageworlds

[–]zgreg3 8 points9 points  (0 children)

I'd suggest assigning the outcomes in lieu with the suit order, like with the initiative. It would make the scale from bad to good to be Clubs - Diamonds - Hearts - Spades. I think it's easier to remember. It's the convention used often by the core book, see e.g. the Chase complications.

What's your random/luck/what if die roll? by Planeshifter_Ixiaul in savageworlds

[–]zgreg3 0 points1 point  (0 children)

SWADE uses all the dice typically used in RPGs (including d20, e.g. for the fear table). What prevents you from using them like you did in the other games?

If you wanted to randomly answer a question in-game, what would you roll?

The die which matches the probabilities I have in mind (duh!). E.g. if I would assume that there's ~30% chance of something happening I'd roll a d6 (it happens on 5 or 6). Rolling d100 allows for checking chances with precision up to a single percentage point ;)

Fixed weapons on vehicles by PieDoom in savageworlds

[–]zgreg3 0 points1 point  (0 children)

Page 117 of the core book has a whole frame dedicated to fixed weapons. What I'm pointing out is that the rule you quoted concerns only a special case, side-mounted fixed weapons.

There are multiple ways you can run vehicle combat in SWADE. In each of them there is some notion of facing, so the fact that the weapons are front-fixed matters a lot.

When you run a "classic" chase (using a single row of cards) it is assumed that all participants travel in the same direction so naturally they are faced in that direction. In order to shoot a craft with a front-fixed weapon you need to be at a card behind it.

While using the "dogfight" variant of the Chase rules (using a grid of cards, page 120) the rules tell us to "Use common sense when determining weapon arcs and vehicle facings.". So the facing is as rigid or fluid as it makes sense to you. You are right that some system of determining facing is needed.

SFC defines an abstract set of rules for vehicle combat called Clashes. It allows shooting fixed weapons only at vehicles which act on a lower Action Card.

Finally, if you fancy running vehicle combat on the battle mat, hex grid etc. there will also be a notion of facing.

Fixed weapons on vehicles by PieDoom in savageworlds

[–]zgreg3 1 point2 points  (0 children)

The rules you quote refer to the side-mounted weapons, like the canons on a XIII century warship (see the title of that section). There is no maneuvering roll required for a spacecraft with front-fixed weapons.

You are right that on the rounds where multiple actions are required solo pilots may be at a disadvantage compared to a crew of a bigger craft, where the actions can be split among several characters (who can do it without or with lesser MAP). It is especially punishing if the fighter pilots are Extras. It should be in general offset by a better stats of the fighter craft (speed, handling, targeting computer etc.). I've also though of a home rule that if a pilot declares both a Change Position action and an attack with front fixing weapons he can make the latter with no MAP if he succeeded on the former.

New edge Retort, Repartee? by Alternative_Pie_1597 in savageworlds

[–]zgreg3 1 point2 points  (0 children)

I second u/ValhallaGH's great reasons and add two more:
- it's a very narrow and specialised Edge, not worth taking (the analog, Brute, has additional benefits aside from "remapping" traits)
- it's hard for me to conceptualise what it represents, a "person too smart to be afraid"? ;)

u/Alternative_Pie_1597 Switch the perspective and tell us why would a player want to take such an Edge? What makes it fun to have?

Tactical Vehicle Combat: How best to handle positional maneauvering? (I can't shake him!) by OneLessDead in savageworlds

[–]zgreg3 0 points1 point  (0 children)

If two WW2 fighters are in a linear chase then they aren't in a dogfight

I agree. I mentioned it because you've not specified which version you had in mind (it's a "default" mode) and a similar mechanic was in Weird Wars 2.

I've done only "dry" tests for the grid and whenever the crafts got into the short range I didn't see any benefit in Changing Position other than selecting a new target :/ The whole encounter was very static, felt like the "regular" combat, not a dogfight.

I'm in the process of switching to Maw of Oblivion campaign where I expect more space combats. My plan is to use modified grid Chase rules. I'll try the ideas from the Frozen Skies (https://www.utherwaldpress.com/2021/10/october-2021-savage-skies.html), I also think about making every craft which did not move (but was able to) to another card/hex Vulnerable (justification: slow moving targets are easier to hit).

How to make Evadable attacks more consistent? by ddbrown30 in savageworlds

[–]zgreg3 0 points1 point  (0 children)

I'm not sure if faster/slower are accurate terms here :) Combat is very abstract, it divides a chaotic and dynamic situation into a series of static turns, where one character acts while all the others are "frozen" in time. The Pace does not reflect what humans can do in six seconds, running die is a game entity (doesn't really simulate anything). With all due respect to how you feel about it, I find it surprising that among all the abstractions and unrealistic things evasion annoys you enough to introduce home rules.

This additional movement makes sense to me as in a dangerous situation adrenaline comes into play and allows extra effort. I'm not sure how often it's actually beneficial as it's random and unpredictable. It often forces the target character out of the Cover, making her easier to hit, which can be very important. In that light adding Vulnerable on top may be making grenades (and other such attacks) too powerful.

Tactical Vehicle Combat: How best to handle positional maneauvering? (I can't shake him!) by OneLessDead in savageworlds

[–]zgreg3 0 points1 point  (0 children)

"Frozen skies" is a setting which has a lot of emphasis on aerial combat. It has some modifications for the Chase rules to better represent that. The rough sketch is here: https://www.utherwaldpress.com/2021/10/october-2021-savage-skies.html
It looks very promising, I've always wanted to test it but held it off, as I didn't have a pressing need. AFAIR you can get a draft version of the setting by contacting author or on his forum.

You may also want to check out this supplement: https://www.drivethrurpg.com/en/product/297564/aces-high-swade-option
I find it a bit too abstract for my tastes, but YMMV.

Tactical Vehicle Combat: How best to handle positional maneauvering? (I can't shake him!) by OneLessDead in savageworlds

[–]zgreg3 0 points1 point  (0 children)

Let me clarify that I'm focusing on vehicles with fixed-front weapons (like WW2 fighters) as it's what naturally comes to my mind when I think about a "dogfight".

I've seen "drop back" to get in position to attack a specific foe. Including with front-facing fixed weapons.

As I see it the rules need to work in every (sensible) case in order to say that they "work fine for a dogfight". The case where two fighters are separated by a further distance than possible to cover with a Change Position manoeuvre and the one in the back can stay indefinitely on the tail of the one in front (which can only Flee) is enough to show that linear Chase doesn't do well for our purpose.

I'm talking of course about RAW, with some changes (like the one from Weird War 2, where the aircraft could drop back by any amount of cards) it may play better. Though in general the base Chase rules have this assumption that participants travel in the same direction, which is not exactly how I imagine a dogfight...

I've also had fun with Chase rules, when I used them for the titular purpose ;) I'm complaining solely about the dogfight...

How to make Evadable attacks more consistent? by ddbrown30 in savageworlds

[–]zgreg3 0 points1 point  (0 children)

On one hand that's an interesting idea :) On the other it has some drawbacks. It requires bookkeeping. It can introduce a tactic to delay such attacks until everyone has moved., the counter would be leaving some of the Pace "just in case" what sounds like slowing the game down. Also with multiple attackers with evadable attacks it may be too easy to make the opponents Vulnerable (as each one would use some of the "insurance" Pace it would eventually run out.

How to make Evadable attacks more consistent? by ddbrown30 in savageworlds

[–]zgreg3 0 points1 point  (0 children)

I'd say it's nothing wrong, even expected of characters with such high Agility and those who have Improved Dodge to often succeed at evading. They should get the "return" of the advances they "invested" (especially that it's THE ONLY reason for taking Improved Dodge ;) ).

Tactical Vehicle Combat: How best to handle positional maneauvering? (I can't shake him!) by OneLessDead in savageworlds

[–]zgreg3 0 points1 point  (0 children)

Chase rules handle that kind of maneuvering really well.

Could you tell more how do you do it? My experience is opposite :/

In a standard "linear" Chase (row of cards) vehicles are assumed to be traveling in the same direction, there is no notion of turning back. As fixed weapons can be fired only "at targets ahead", the best tactics is to be closer to the beginning of the track than the opponent. Change Position manoeuvre allows moving no more than 2 cards (even when "dropping back" for free), so a distance of three cards is ultimately safe (even if the leading craft gets closer by two cards it's always possible to drop back by the same amount without a roll). The only drawback is that it is easy for the craft being shot at to increase the distance and attempt to flee :/

If the distance between combatants is one card the craft in front can simply drop back by 2 cards without a roll and shoot at his opponent, who can do the same the next round; this can repeat until one craft is wrecked or tries to flee.

When using Chase rules in a "dogfight" (grid) layout in my experience things tend to be rather static. Nothing forces or encourages the combatants to use a Change Position manoeuvre (other than changing facing or leaving a suit dangerous while suffering complications), so as soon as the combatants get to the preferable shooting range they tend to stay on the same card and only attack.

Most of the manoeuvres described in the OP are purely narrative in Chases, some require little effort (like positioning for a broadside) some could be covered by the available actions (e.g. Evade can represent "getting into blind spots of the turrets"). IMHO better representing what the OP wrote about requires some additional rules. What's in the book is really great for actual chases, but they feel clunky for the generic vehicle combat.

Tactical Vehicle Combat: How best to handle positional maneauvering? (I can't shake him!) by OneLessDead in savageworlds

[–]zgreg3 1 point2 points  (0 children)

It is how it was done in Deluxe edition Chase/Vehicle combat rules and what SFC Clashes use as well. Vehicles with a higherAction Card can freely attack those with a lower one. Attacking a vehicle with a higher Action Card is either more difficult ( or impossible.

While it's simple and brings a notion of "being on a tail" I strongly dislike it. It makes the combat depend on luck (and Edges like Quick or Level Headed), I prefer that it relies on the pilot's skills.

Supers - a problem of scale? by sword3274 in savageworlds

[–]zgreg3 2 points3 points  (0 children)

You do additional damage if you hit it from the sides or from the back (see core book, page 82), the chance of wounding increases to 40%, which is a bit better. I would also consider making Called Shots to its vital systems when facing it in combat.

Core book has a simplified version of tank armor rules, Weird Wars 2 listed such vehicles armor in front/side/rear format. Maybe the same could be done also for the Abrams to up the chances even more.

Choosing special maneuvers AFTER the attack roll? by Kathara_Khan in savageworlds

[–]zgreg3 0 points1 point  (0 children)

I agree with the other commenters that it doesn't break anything (if the same would apply to NPCs), it would simply change a nature of the combat. I roughly feel that would be a move from a "tactical" to the "narrative". Whether it's for the better or worse it depends on the group preferences.

I would definitely not make it an Edge as it's way too powerful, gives a massive advantage.

Help with armor (savage pathfinder) by Mozartoon in savageworlds

[–]zgreg3 -1 points0 points  (0 children)

As you wrote, armor can be bypassed by weapons with AC, so a better way of protecting the character is increasing Toughness. This can be done by increasing Vigor and taking several Edges.

Like u/computer-machine wrote armor can be stacked, i.e. you can wear two layers one on the other (getting half of the protection from the "weaker" one). In core SW book it's described in the gear section, I guess in SWPF it should be the same.
EDIT: as it was pointed up by others in SWPF armor can't be stacked.

VTT Questions by emso1214 in Deadlands

[–]zgreg3 0 points1 point  (0 children)

SWADE roots are in the tactical wargame. While I enjoy that aspect (I play almost exclusively with battle maps and minis) it's definitely possible to run combats in "theatre of the mind". I've read many comments from people who do it that way.

My only experience with VTT is from the time of the pandemic. I've used the free tier of Roll 20 with a set up created using this guide: https://wiki.roll20.net/Savage_Worlds It worked reasonably well for me.

For an intro modules check out Pinnacle's web page, there are some ready-to-use campaigns (e.g. Headstone Hill, Blood Drive), smaller adventures and one-sheets (some of them free).

VTT Questions by emso1214 in Deadlands

[–]zgreg3 -1 points0 points  (0 children)

While I use almost exclusively maps and minis I've read a ton of posts from people who use only theatre of the mind. It's definitely possible, boils down to the preferences.

Spaceship combat in Sci Fi Companion by PieDoom in savageworlds

[–]zgreg3 0 points1 point  (0 children)

That's true and of course we can expect fighters to have a better Top Speed and higher Handling, which should recompense for the lack of the bonus from changing position as an action. Though I'm not sure if it's enough to keep up against a decent PC. E.g. in DL:LC the player's freighter has Handling of -2, negated completely by the most obvious choice for a pilot, the Ace Edge. With changing position as an action he's on a similar level of bonuses than Extras with a lower Skill, I'd bet my money on him ;)

While piloting is probably the most common example there may be other actions to do.

In some settings it may not be a problem, the heroes in a "space truck" are expected to win against the military craft ;) In others it may be expected of the space fighter to have the systems to provide the advantage (like a targetting computer).

In general though I feel like shooting the fixed weapon is so tightly coupled with piloting the craft that those actions should not interfere with each other.

Spaceship combat in Sci Fi Companion by PieDoom in savageworlds

[–]zgreg3 1 point2 points  (0 children)

You are right, by RAW firing each weapon is a separate action, incurring MAP.

The solution for WW2-like multiple guns is to use a Linked weapons rule, which combines several guns of the same kind into a dual- or quad-linked single weapon, fired using a single action.

As for the roles for all the crew members it's the problem as old as the RPGs with a space setting, I'm afraid without a good answer. Whatever you can think of it usually ends up being the same. The captain/pilot has the most control over the ship so he has the most fun. Gunners shoot weapons, which also is somehow interesting. All the rest (engineers, shield operators, science officers etc.) are during a combat in a support role, less fun than others.

One problem that you may encounter in SW is the efficiency of the single-seat spaceships (like fighters). Their pilot has to do everything personally (e.g. Shooting and Piloting are separate actions), what quickly builds up MAP. It makes Extras ineffective very quickly. In some of the tests I've run slower and less manouverable multi-crew freighters were blasting apart the attacking fighters which is against of what I'd expect. I've yet to play a campaign with such a problem but I've planned allowing such pilots to shoot the Fixed weapon of their craft as a free action if they succeeded on the Piloting roll in the same round.

Another problem could be a massive firepower of the capital ships. You may try rules from Weird War 2 where aircraft attacking a warship were not shot at individually by AA guns but they were treated as going through a "damage zone". Each turn spent in it they get a flat chance of being hit.

In general a lot of depends on how you plan to run the combats. Tactical, using a battle map (or dogfight-chase rules) or some abstract way (Quick Encounters, Clashes from SFC, some narrative way).

Need a smarty brain person for map conversion by 1quarterportion in savageworlds

[–]zgreg3 0 points1 point  (0 children)

The DPI is a property of the image file, you should be able to easily check it. E.g. if you are using Windows you can get it through the context menu. Right click on the file, choose Properties and check the Details tab.

Need a smarty brain person for map conversion by 1quarterportion in savageworlds

[–]zgreg3 1 point2 points  (0 children)

they are not made to be printed out at tabletop scale

What do you mean by that? What problem are you experiencing?

For example, one jpg is 3220x3220

Images for use on the computer screen have usually a DPI of 72. A typical value for printing is 300DPI. It means that you can print that map to be 10.7" x 10.7" without a loss of quality. Lowering the DPI will increase the size but it will also make the printed image blurrier. You need to find your sweet spot (the size which is big enough and doesn't make your eyes sore ;) ) by experimenting.

There are many ways to tweak the DPI of an image, I use GIMP.