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Showing posts with the label house rules

Gather power (magic)

Something I've been toying with for lower fantasy settings. The basic idea is that casters have no pool of power points to draw from. Instead casters (those with arcane background) must spend an action drawing power from ley lines or some mystical source. Casters must spend an action pulling magical energy, gathering it. Casters make their casting skill roll. A successful draw gives the caster 2 power points plus 2 points per raise on the casting roll. Casters can now use the power points in subsequent rounds to cast spells. Casters can spend multiple turns drawing power adding to the pool the caster can spend. The amount of power drawn could be adjusted by a number of story elements. Either the base or points per raise could be changed. For example being near a place of power, near ley lines, or possibly near the element that share a trapping with the spell. Taking an edge that adds power points could instead raise the amount of power points drawn. I feel there should be a lim...

Alternative initiative for savage worlds

When I first started running savage worlds I didn't like the idea of cards for initiative. While the idea eventually grew on me, and I would say became one of my very favorite systems. But I know some people just can't get past it, and prefer something different. So for those people here is an alternative. Players instead roll d20s. Any time an abilities would allow the drawing of two cards, instead roll two dice (keeping the better of the two). Players act in order of highest roll to low roll. Rolling a 20 is the same pulling a joker. This does mean that more than one joker can be played in a single round. But at 5% this should be pretty minimal.