20 Questions About the Rules

The Untimately blog had a post called 20 Quick Questions: Rules. It was about 20 questions that DM’s should be prepared to answer about their campaign. So here’s the questions and answers. Prospective players may find them useful.

1) Ability scores generation method?
  • Characters are generated according to the standard rules presented in Savage Worlds Deluxe Explorers Edition.
  • All characters will be generated with input from all players.
  • Starting wealth is 110 gold pieces.
  • Equipment costs and weights are according to The Great Net Equipment List.
2) How are death and dying handled?
According to standard Savage Worlds rules.
3) What about raising the dead?
There’s no known mortal power that can do this. There are tales of great heroes travelling to the Island of the Dead and recovering loved ones, though.
4) How are replacement PCs handled?
Replacement characters start at 0 experience, but gain it twice as fast until they catch up with the main party.
5) Initiative: individual, group, or something else?
Per standard Savage Worlds.
6) Are there critical hits and fumbles? How do they work?
Per standard Savage Worlds.
7) Do I get any benefits for wearing a helmet?
Per standard Savage Worlds.
8) Can I hurt my friends if I fire into melee or do something similarly silly?
Yes, per standard Savage Worlds.
9) Will we need to run from some encounters, or will we be able to kill everything?
You don’t need to run; you can die instead. The choice is yours.
10) Level-draining monsters: yes or no?
No. They don’t fit in with Savage Worlds.
11) Are there going to be cases where a failed save results in PC death?
Yep. Usually because you just did something (like triggering a deadly trap) that would have killed you anyway. Remember, being given a save to avoid death is the DM being generous instead of just saying “you’re dead”.
12) How strictly are encumbrance & resources tracked?
Strictly during character creation and between sessions when defining or updating your your default “load outs”. Off the cuff during actual play.
13) What’s required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time?
Advances do not require training.
14) What do I get experience for?
1 XP per session if we don’t get a lot done, otherwise 2 XP. If we have an awesome session, 3. If you character is new to the group, twice that of the group.
15) How are traps located? Description, dice rolling, or some combination?
Descriptions, augmented with dice rolls.
16) Are retainers encouraged and how does morale work?
Extras (AKA “meat shields”) are encouraged. Morale is handled by how I feel they’re being treated.
17) How do I identify magic items?
Trial and error. Roleplay it!
18) Can I buy magic items? Oh, come on: how about just potions?
No.

Well, maybe some healing balm or something.

19) Can I create magic items? When and how?
Arcane Background(Artificier), a Legendary edge.
20) What about splitting the party?
Stupid, stupid idea, but I’m not gonna stop you. Each portion of the split party will get its own random encounter checks, and I’m not going to weaken the encounter just because you left half your support behind.

20 Questions About the Rules

Danger near Dunewood snowgen