Marshall Law: House Rules.

Stirling
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Stirling
Rider of Rohan
Rider of Rohan
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Joined: Fri Nov 09, 2012 11:16 am

Marshall Law: House Rules.

#1 Post by Stirling »

I will edit and add to this forum any in-game tweaks or rules to make ease of play in a PbP format.

Firstly:

Normally at the start of each session or a new expedition, players would randomly draw three beneficial Fate chips from a drawn bag. For ease you are allotted three chips and we will play them as a single type.

Each Fate chip may be used to re-roll a trait check, eliminate a 'Shaken' condition or to soak a wound. This is without penalty. Additionally, chips may be used to roll a d6 to add to a poor roll (such as a double one 'snake eyes') thereby negating a critical failure. Doing so allows the Marshall to gain a Fate chip into the pool for adversary npc or creatures encountered.

Stirling
Rider of Rohan
Rider of Rohan
Posts: 5525
Joined: Fri Nov 09, 2012 11:16 am

Re: Marshall Law: House Rules.

#2 Post by Stirling »

Initiative

original post deleted

Dealing playing cards in a PbP format is not easy but I found a random card generator abd created a side thread to hold records. Initiative will be played as scripted from page 71 of the SW rules.
Last edited by Stirling on Fri Apr 10, 2020 3:53 pm, edited 1 time in total.

Stirling
Rider of Rohan
Rider of Rohan
Posts: 5525
Joined: Fri Nov 09, 2012 11:16 am

Re: Marshall Law: House Rules.

#3 Post by Stirling »

Fanning the hammer.

Most folks have trouble enough drawing a bead and hitting a target with a single shot. A few supremely skilled shootists can hit their targets while slapping their gun around like a
red-headed stepchild, and in a fraction of the time, to boot.

A gunslinger who wants to “fan the hammer” holds the trigger of a single action pistol down while repeatedly slapping the
hammer down with his other hand. Assuming his six-gun is fully loaded, he may fire up to 6 shots in a single action as if taking the Automatic Fire maneuver. Each shot suffers a –4 Shooting modifi er, but what you lose in accuracy you more than make up for in getting lead in the air!

Just watch out who’s about when you’re fanning the hammer, partner. If your Shooting die comes up 1 or 2, there’s a chance you have hit someone else using the Innocent Bystander rules.
After reviewing some of the rules, to stop this action being overpowered and to reward gunslingers and hombres' for investing skill points in Shooting, the following will apply:

You may 'fan the hammer' and fire an additional shot for each die type of shooting skill. At a base level of Shooting d4, you may fan two shots, Shooting skill d6 rises to three shots abd max out a six gun with half a dozen rounds if you have Shooting d12.

Characters with no shooting skill may not 'fan the hammer' of single action pistols.

Stirling
Rider of Rohan
Rider of Rohan
Posts: 5525
Joined: Fri Nov 09, 2012 11:16 am

Re: Marshall Law: House Rules.

#4 Post by Stirling »

Traits and Skills tests & Wild Card dice:

To use an attribute or skill, simply roll the die assigned to it. If the result is a 4 or better (the “Target Number” or TN), the action is deemed successful.

For example, if a character’s Strength is a d6, he rolls a six-sided die. On a 4 or better, he’s successful.

► Modifiers: Circumstances modify the die roll, such as shooting at something at long range or finding a well-hidden clue. Some things, such as ranged attacks, have standard modifiers. It’s up to the GM to determine any modifiers for more subjective tasks, such as spotting an ambush or
eavesdropping on a conversation through a door.

In general, an easy task, such as finding tracks in the mud, is made at +2. A difficult task, such as finding tracks by torchlight, is made at –2. A very difficult task, such as finding tracks in a rainstorm, is made at –4.

Aces

All Trait tests and damage rolls in Savage Worlds are open-ended. That means that when you roll the highest number possible on a die (a 6 on a d6, an 8 on a d8, and so on), you get to roll that die again and add it to the total. This is called an “Ace.” Any modifiers to the die roll should be tacked on after adding up an Aced roll.

Raises

Sometimes it’s important to know just how successful a Trait test was. Every 4 points over what you need for success is called a “raise.” If your hero needs a 4 to Shoot an opponent and rolls an 11, he hits with one raise (and would have
two raises with a roll of 12). Figure raises after adjusting for any modifiers.

Unskilled Attempts

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 and subtracts 2 from the total. Wild Card characters still get their Wild Die for these rolls (which are also subject to the –2 penalty). The GM may decide that a character has no chance at a particular skill if he has no training in it—such as performing surgery or flying a plane.

Opposed Rolls

Sometimes rolls are “opposed” by an opponent. If two characters are wrestling for control of an ancient artifact, for example, they both make Strength rolls and compare results

When this happens, the acting character gets his Trait total first. If he wants to spend Benefits/Fate chips (see the next section), he does so now. When he’s satisfied with his total, his opponent gets to roll. The highest total wins. In a tie, the two foes continue to struggle with no clear victor.

The winner of an opposed roll considers his opponent’s total as his TN for purposes of determining any raises.

Cooperative Rolls

Sometimes characters may want to cooperate and help a friend complete some kind of urgent task. If two or more characters want to perform a task together (and the GM decides it’s possible for them to do so), the lead character makes his roll and adds +1 for every success and raise his
companions achieved on their own rolls. This has a normal maximum of +4 for all tasks except those of Strength, which have no maximum.

Characters may not make cooperative rolls if they don’t actually have the skill in question. (You can’t make default rolls to aid with Boating, for example, if your character doesn’t actually have the Boating skill.)

Group Rolls

When you want to make a noncombat Trait roll for a group of Extras, roll one Trait die as usual along with a Wild Die. Take the better of the two as always and treat this as the group’s total. This way you get a nice average without having to
make individual Fear rolls for every Extra who sees a dragon, or watch one clumsy soldier ruin a stealthy approach for his 49 companions.

Wild Card dice

'Extras' (average Joe npc, creatures), roll a single die as described above. But Wild Cards (player characters and named npc's), roll an extra d6 and take the highest of their normal die or the “Wild Die” when making skill or attribute rolls. Wild Dice are rolled just like the Trait die, and can Ace as well (see above).

Critical Failure: The downside is that snake-eyes (double 1s) on one of these rolls is a critical failure. The GM gets to make up something rotten to happen to your character. That’s the price Fate charges for making someone a hero.

Example: Buck Savage, international adventurer, faces wild-eyed cultists. He has a d10 Shooting and rolls his d6 Wild Die. The Wild Die comes up 4, but he Aces (a 10) on the d10. He sets the Wild Die aside and rolls the d10 again. He gets another 10, then rolls again and gets a 3. His total is (10+10+3=) 23!

Stirling
Rider of Rohan
Rider of Rohan
Posts: 5525
Joined: Fri Nov 09, 2012 11:16 am

Re: Marshall Law: House Rules.

#5 Post by Stirling »

Guts Skill

This skill has been taken out of the Savage World (Deluxe) rules edition but states RAW that it us still a functional skill in certain game settings such as Deadlands. It is a skill choice taken at character generation and linked to the Spirit trait.

As a bonus each player as a 'wild card' hero, please take Guts Skill at d4.

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