On Fri, Jun 20, 2014 at 7:41 AM, Kurt Feltenberger <kurt@thepaw.org> wrote:
I'm not sure how well that would work for a 2500m long battlestar...  ;-) 

Well, I agree that this would likely involve *some* scaling issues . . .  :)

I think Savage Worlds is what the first iterations of Cortex was trying to be.

I'll have to give it a look, though I have to say that the whole "plot/hero/save-my-ass/make-me-look-amazing point" thing was pretty much universally despised by our group.

Savage Worlds doesn't have anything quite as powerful as Plot Points, but it does have Bennies. Players start each session with three of these (more at higher character Ranks). As with PPs, they can get more for playing their Hindrances (especially to their PC's or party's detriment). Bennies are most commonly spent to buy re-rolls of vital rolls (take the best result), although there are other options (the next most common use being to soak some points off otherwise-lethal damage).

SW also has the Wild Die, an *extra* d6 which PCs (and important NPCs/monsters) get to roll in addition to their normal Attribute or Skill die (again taking the best result). The Wild Die can save a PC's life, but use of it also opens up the possibility of a Snake Eyes roll (a "1" on both the normal and Wild Die) . . . and when this happens, Very Bad Things usually follow. Damage rolls don't get a Wild Die.

Of course, any stat or damage die can explode (which SW calls this ability an "Ace). A stat roll more than four points over the basic success Target Number of 4 is the general equivalent of a crit in other games (SW calls it a "raise"). But multiples of four points over the TN generally don't have increased effect (unless the GM rules otherwise in a particular case).

But the Wild Die is really (in my opinion) a way to compensate for the game system having only the very broadest of stat lists - e.g. "Shooting" covers every ranged weapon from bows to plasma cannon/missiles, "Fighting" covers every melee from fists/feet to rapiers and polearms, "Driving" covers controlling anything with ground vehicle from a wagon to a tank, etc - as well as relatively few points available to buy high levels in them during chargen. Basically, the Wild Die allows important characters a *chance* to do things they would probably logically be able to do in more detailed rules systems (such as GURPS), without imposing the extra paperwork. However, since I use SW to run Traveller, I limit full unmodified skill use to Gear in general use at TTL 9-12 (which I lump into a generalized SW tech level of "Fusion Tech"). Using Gear from TTLs outside this range imposes -2 (or more) to the roll, assuming the character has at least *some* grasp of how it works (such as from a TNS holo they saw once, years back . . .).

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