Friday, April 28, 2017

Encounter Difficulty


Over at +The Wild Die Podcast  we released a bonus episode in which we answered a question from +Pure Mongrel concerning encounter difficulty. This is a recurring question in the community. Savage Worlds Deluxe addresses that in the chapter Running the Game. This provides a baseline but as is the case with many Savage Worlds mechanics, this is more art than science. The nature of open-ended die rolls makes it difficult to balance the opposition against a group of player-characters without knowing all of the parameters. I started with Savage Worlds before Deluxe edition where Combat Ratings were introduced. I've never used those so I can't comment on their accuracy. All I can say is that after D&D 3.5, I have no desire to start playing accountant.
Throughout the years, I've had encounters where I thought the players would mop the floor but it ended being a drawn out affair. I've ran encounters where I thought it would be a climatic battle but my carefully "difficult" opposition was defeated in two rounds or less without the player-characters breaking a sweat. Over time, I've come to embrace that. After all, if I wanted predictable outcomes, why would I even bother rolling dice?
+Manuel Sambs suggestion to use the player-character's competence as a baseline for the opposition is great. The guys over at the Savage GM Podcast have tackled this topic many times over. +Richard Woolcock has blogged about it. These are all good advices. I will not expand on that.
With that said, one point from Bonus Episode - Good Vibrations I want to expand on here is the use of GM Bennies.
I have a confession to make. When it comes to GM Bennies, I cheat. Yes. One Benny per Wild Card character plus each GM Wild Card character has two Bennies? Pfff. Players earn Bennies during the course of a session. Along with the Wild Die, this is a distinct advantage player-characters have over the GM.
Your experience may vary. You may have nailed balance down to a science. For me, the best tool at my disposal to control how deadly an encounter is without making combat encounters last too long has been the way I use my Bennies. Again, there's no real science to this but allow me to share some guidelines.

  • If I want an encounter to be more difficult, I assign it a pool of GM Bennies, usually between 1-3.
  • For a final battle or climatic scene I refresh my pool of GM Bennies.

Monday, April 24, 2017

Flawed Characters - Jerry the Ninja Apprentice

"Jerry, is that you?"
After years of training, Jerry is quite versed in the art of Ninjutsu. He has mastered sabotage, espionage and assassination. Only one thing stands in the way of graduating to a full-fledged ninja: breathing. Indeed, Jerry has yet to master this art. He's a heavy breather.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Climbing d8, Fighting d8, Lockpicking d6, Notice d6, Repair d6, Stealth d8, Throwing d8, Weird Science d8
Charisma: -2; Pace: 8; Parry: 7; Toughness: 5
Hindrances: Heroic, Outsider, Quirk (Heavy breather)
Edges: Acrobat, Arcane Background (Weird Science), Assassin, Brawler, Danger Sense, Dodge, Extraction, Fleet-Footed, Martial Artist, New Power, New Power, Quick, Thief
Powers: Bolt (Shuriken), obscure (smoke bomb), stun (flash bomb); Power Points: 10
Gear: Climbing gear, Katana (Str+d6+2, AP 2), lockpicks, ninja suit