Wednesday, April 20, 2011

Dice Probabilities in Savage Worlds

The odds in Savage Worlds are a little hard to decipher at first. This is mainly due to the fact that die rolls can "Ace". An Ace occurs when you roll the maximum number for that die type. When this happens you keep on rolling and total up the sums of all the rolls. For example, if you are roll a 6 on a d6, you get to roll again and total both rolls (if you happened to roll another 6, you can keep on rolling).

To make this even more complicated, Wild Cards (pc's and powerful npc's) get to roll a "Wild Die" along with their Trait die and pick the best roll. This is almost always a d6. Extra's (most npc's and monsters) do not get to roll a Wild Die.

This leads to some weird probabilities that you would not normally consider to be correct. Take a look at the tables below and you can see where the strange spots are. They usually occur where the maximum normal roll for a die type is. An example of this is that it is easier to hit a Target Number of 12 with a d10 (12%) than it is with a d12 (11%).

Wild Card's % Chance to Hit a Target Number by Die Type
  2 3 4 5 6 7 8 9 10 11 12
d4 96 83 63 50 32 27 19 16 12 8 4
d6 97 89 75 56 31 31 25 20 15 10 5
d8 98 92 81 67 48 38 25 22 18 14 10
d10 98 93 85 73 58 50 38 29 18 15 12
d12 99 94 88 78 65 58 50 41 31 21 11

Extra's % Chance to Hit a Target Number by Die Type
  2 3 4 5 6 7 8 9 10 11 12
d4 75 50 25 25 19 13 6 6 5 3 2
d6 83 67 50 33 17 17 14 11 8 6 3
d8 88 75 63 50 38 25 13 13 11 9 8
d10 90 80 70 60 50 40 30 20 10 10 9
d12 92 83 75 67 58 50 42 33 25 17 8

Wednesday, April 6, 2011

HackMaster Basic Quick Start Character Generator

Step 1:
Step 2:

Name: Race: human Class: Level: 1
Alignment: Gender: Height: Weight:
Description:

Quirks and Flaws

Str
Int
Wis
Dex
Con
Lks
Cha
Honor
Hit Points
Previous HP Roll
Damage
Attack
Defense
Initiative
Luck
Proficiencies
Skills

Combat
Equipped:
Attack Damage Speed
Defense DR ToP
Spells
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Monday, April 4, 2011

What are those wandering monsters up to?

Roll 2d6.
2 Returning to lair to heal up after a fight. (reduce hit points)
3 Fighting with another creature. (roll up another monster)
4 Returning to lair with prisoner. (roll up a prisoner)
5 Returning to lair with treasure. (roll treasure as if they were in their lair)
6 Just passing by on the way to somewhere else. (not looking for a fight, roll for reaction)
7 Defending territory. (warparty looking for invaders)
8 Hunting for food. (quiet, wary, and hard to surprise)
9 Chasing after another creature. (roll up another, weaker monster)
10 Running away from another creature. (roll up another, nastier monster)
11 Building new lair. (digging a hole, setting up camp, making a lot of noise)
12 Groggy from too much partying and looking for a place to sleep it off. (easy to surprise)