I've just picked up PEG Inc's edition of "Savage Worlds," and the way experience works for me is unclear. Each player controls a Wild Card character and collaborates on controlling a pool of Extra characters. At the end of a session, the GM awards XP to the players. Each player gets the same number of XP, from 1 – 3, based on how the group did/how much they accomplished. These points are then spent on characters. The assumption, presumably, is that players will spend these points on their primary, Wild Card, characters. Can they choose to spend the points on the Extra characters, though? Say the group has a trusty retainer who is a constant in the campaign. Can the retainer be given experience? I suppose the only reason one would do this is to attain the eventual goal of gaining edges for the Extra, which would be risky (given that the Extra is eliminated if Wounded)…
[RPG] Savage Worlds: Do extras gain experience, take hindrances and edges
experience-pointssavage-worlds
Related Solutions
There's a number of ways to build a defensive fighter. I'm going to assume you're not using powers/magic (though there are a lot of good defensive powers too).
There's some non-edge stuff to consider first, like attributes:
- Vigor. You'll need a high vigor to soak wounds and generally survive
- Agility. You want to max your fighting skill to maximize your parry.
- Smarts (optional). You need some smarts to qualify for initiatve feats, ensuring you can get to the squishy in time.
- Movement bonuses. Again, you want to be able to get close to the squishy.
- Bennies. You'll be soaking a lot, so bonus bennies will be helpful.
After setting up your attributes, it's time to start picking edges. I would not recommend most leadership edges, as they mostly only apply to NPCs. If you're limited to core rules, you might ask your GM to house-rule leadership edges to work on PCs.
I've listed a few edges that I think are useful for defensive fighters. Many of these edges have improved versions that aren't listed. This is in no way a conclusive list:
- Arcane Resistance - Magic of all sorts less effective.
- Brawny - Toughness and Load Limit multiplier increased
- Block - (Seasoned) Learned to block an opponent's blow; adds bonus to Parry
- Bring 'Em On - (Seasoned) Unaffected by Gang-Ups
- Combat Reflexes - (Seasoned) Improves ability to recover from being Shaken.
- Combat Sense/Wall of Steel - (Seasoned/Veteran) Unaffected by Gang Up attempts
- Dodge - (Seasoned) Become harder to hit at range.
- First Strike - (Novice) Free Fighting attack against one adjacent foe each turn.
- Fleet-Footed - (Novice) Pace and running die are increased.
- Guardian - (Novice) Gains bennies by acting as a human shield for a specific person
- Hard to Kill - (Novice) Wound modifiers not applied to Knockout Blow and Injury tables
- Iron Jaw - (Novice) Bonus to Soak rolls
- Iron Parry - (Heroic) Foes take damage on unsuccessful Fighting attacks
- Level Headed - (Seasoned) Draw extra action card and keep bes
- Movement of the Serpent - (Veteran) Can withdraw from combat unmolested.
- Nerves of Steel - (Novice) Able to partially ignore the results of pain
- Rebel Yell - (Novice) May use Intimidation against multiple targets
- Solid Determination - (Heroic) Gets a free Soak roll against wounds that would result in being Incapacitated.
- Tactician - (Seasoned) Modify your allies initiative with a specific knowledge roll
- Take the Hit - (Novice) Good at rolling with punches; bonus to Soak rolls
- Spurred On - (Seasoned) Allies gain attack and damage bonus when you're wounded
- True Hero - (Heroic) Get a free Soak roll when Incapacitated
- Courageous - (Novice) Better control over fear and panic
- Dig In! - (Novice) Benefits from using cover more effectively
- Dragon Hide - (Seasoned) Chosen gains natural armor
- Eye for Terrain - (Novice) Bonus to spotting and setting up ambushes
- Improved Defense - (Novice) Can make better use of the Defend rule.
- Tactician - (Novice) Allies get better initative due to your understanding of tactics
- Wall of Steel - (Veteran) Can better defend against multiple attackers.
Finally, there's one last ability that's worth mentioning. Absorption from Necessary Evil allows you to absorb attacks against you and increase your Vigor instead of taking damage. If you're allowed to combine settings, the Guardian edge and Absorption power make for a ridiculous combination.
There is no official rule allowing you to buy off Hindrances that don't say themselves how to do so, but it's a common enough house rule. Talk with your GM and see what they think.
Best Answer
No, the end-of-session xp award if for PCs only. Extras advance in a different manner.
SW Deluxe Edition p 43:
While that says nothing about their advancement, it most assuredly sets a certain attitude.
SW Deluxe Edition p 81:
That is - roll to see if the allies levelled up whenever you feel like they had a chance.