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Other Games, Development, & Campaigns => Design, Development, and Gameplay => Topic started by: Bloody Stupid Johnson on May 11, 2012, 10:29:17 AM

Title: [Savage Worlds] injury houserules
Post by: Bloody Stupid Johnson on May 11, 2012, 10:29:17 AM
Looking for any thoughts on on this. I'm already using some of it (the extra wounds for monsters) but not the rest - still pretty new to the system.
 
I'm thinking of the following:
 
*Any roll equal to or over the target's Toughness score gives a Wound (and each Raise is an additional Wound as usual).
 
*PCs get 4 Wounds; Extras normally get 2 Wounds.
 
*A character is Shaken only if it takes Wounds equal to 1/2 its total - that carries all the normal penalties. So an Extra will normally take 1 Wound and be shaken, then 2 and be killed/incapacitated - for them things are effectively the same as normal. PCs are wounded more often, but are shaken (and so lose a turn) less frequently.
 
*Particularly large monsters have multiple extra Wounds (+1 Wound per +3 Size) – I think this may be more fun than killing things in one lucky blow). However, they get the extra Wounds instead of the Toughness increase they get from Size in regular SW. I don't think the extra tracking would be a huge problem since characters aren't going to often be fighting 10 dragons at once. The extra wounds mean big monsters are harder to render Shaken, as well.

I was planning on leaving soaking as normal (TN 4 absorbs one wound, and each raise an extra wound).
 
I think this system would make PCs much more vulnerable - unlike just taking "shaken" results which normally go away after a battle in regular SW, they'll be accumulating damage from battle to battle. Also, in theory Wild Cards in this system are only twice as durable as regular folks, instead of 4x.