Saturday, February 7, 2009

Savage Worlds Spirit Tricks

Redesigning the Savage Worlds Skill System?

After Solomon Kane introduced Strength Tricks, it would make sense to add Spirit Tricks as well. That way you could get rid of Intimidation, a skill that seems not really to be something learned anyways (with the same argument Guts is often removed).
Consequently you could also get rid of Taunt.

Both skills for the test of will mechanic would become trappings for Tricks instead. This actually makes a lot of sense. If you look at the Pirates RPG you will see that many of the examples for Smart tricks (except for the "Look over there!" cliché) don't really fit Smarts anyways.
This means you can choose, if you want to get -2 for the next action of the opponent or +2 for the next action against him. Following the advice for tricks in Whispers from the Pit, I would also allow other characters to use the +2 bonus, if the Trick using player wants. This way non combat characters are even more useful in combat.
I would also make it official that a as a third option you can move the tricked opponent 1' with a success.
You have to choose before doing the trick if you want the +2, -2 or 1'. A raise always adds a shaken condition.

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