[RPG] How to plan Savage Worlds combats based on PC ability

combatsavage-worlds

Last night I ran my first Savage Worlds combat, to try to get a feel for the system. The combatants were two sword-wielding fighting men against three orcs (extras) and their chieftain (a wild card). I enjoyed a lot of the combat, but when all the orcs had been dropped, all progress seemed to stop. We had endless whiff and ping on both sides. I have already read about reducing whiff and ping in SW, and that advice is good for combats that are underway. My question is about planning combats ahead of time.

Savage worlds doesn't have a challenge rating or threat level system, which makes sense in many respects, because of the general unpredictability of encounters. Unfortunately, it means that without having experience with the system, it's hard to guess at what threats will not be boring. In the case of the orc chieftain, for example, his high Parry and Toughness made it impossible for the PCs to damage him without acing out the wazoo. This wasn't a question of a sure-thing TPK from a massive threat: the PCs, too, had high parry, which made it almost as difficult for them to be hurt. Even when we slowed down the combat to really look at bonuses everyone could work for, we kept whiffing and pinging.

In retrospect, I probably would have done better to replace the chieftain with plain old orc who was a wild card and had a higher Strength and Fighting. He could've hit the PCs more easily and been hit more easily himself.

So, my question is: how could I have known that from the start? Is there a simple often-right-enough formula for comparing PC traits to threat traits? Is there other common wisdom on doing this?

Best Answer

Generally when I write my stories, I'm more focused on making orcs be plausibly orcs, and then letting the PCs figure out the best way through whatever made sense in the context of the setting. It is a philosophical departure from D&D, but I've found you see a lot more clever avoidance of fights by PCs when the world is designed that way.

That said, when I'm looking at the statline for for an antagonist and wondering if it is a good fight I look at the following:

  1. Can it hit the PCs? (Look at its die type for attacking, make sure you'll hit most PCs at least 25% of the time)
  2. Can it get through the PCs armor? (As above, look at the damage dice and think about the expected value)
  3. Conversely, can the PCs hit and damage the antagonist?
  4. Finally, will the antagonist slaughter the PCs (Look at average damage and hit chances, if you're going to hit most PCs most of the time, and do serious damage, then be careful)

This is a bit more work than just looking at a CR, but after you do it a bit, you'll start to get a "feel" for what works and what doesn't. Also, don't be afraid to modify stats some to suit your needs- if a normal orc doesn't do it, maybe they should be up against a bigger, nastier breed orc with some better combat stats.