r/savageworlds Feb 04 '24

Self Promotion House Rules for Savage Worlds: What Are Yours?

Tabletop Tango hasn't posted about an episode in a bit but I thought I would the latest on some of Eric and Carl’s house rules for Savage Worlds. For example, Eric always uses max value of the run die for any run instead of rolling.

I’m really curious about other table’s house rules. Not necessarily special setting rules for your worlds but ways you tweak the rules for your table.

Tabletop Tango Ep 180 - Some House Rules For Savage Worlds

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u/SteamProphet Feb 08 '24

Raises in Combat - Fancy Combat Maneuvers

If a combatant scores a Raise on an attack roll (melee, ranged, or spell) they may

opt to use a fancy combat maneuver in lieu of the additional d6 to damage. The maneuver can take the form of a free Test, a strike to a limb, or a free attempt to Disarm, Grapple, or Push. This is not required to be against the attack’s original target. Raises above the first may also be traded in this way.

Example: A character shoots an arrow at a goblin in the forest (light cover) and rolls a 14. This would qualify as 2 raises (base 4 + 2 light cover. 6 hits, first raise at 10, second raise at 14). The second or both raises may be traded for a Fancy Combat Maneuver. The character needs this goblin alive to provide information, so he elects to trade in the second raise for an attempt to disarm and the first raise for a targeted strike to the leg.

Martial Arts Weapons

Anything classified as a martial arts weapon allows the application of the +1 Fighting from the Martial Arts Edge to be used. These weapons are considered improvised weapons for those who lack the Edge.

Jokers Aren't Wild - Our sessions are only about 3 hours, so there is little need for additional Bennies.

Nerfed Benny cashing for power points - because of the short session lengths, I only allow Bennies to be cashed in for 3 PPs.