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09:54, 25th April 2024 (GMT+0)

Savage Worlds Dice.

Posted by Knarfy
Knarfy
member, 1 post
Goodbye Moonmen
Mon 20 Jul 2015
at 18:00
  • msg #1

Savage Worlds Dice

Ok, I've been searching around, but I can't find anywhere where it's already been spelled out, so sorry if I am retreading old ground.

What are the correct dice roller setting to generate Savage Worlds rolls? I see SW games on Rpol from time to time, so I assume that someone has already figured it out, but I haven't been able to get the dice roller to behave the way I want.

Any help is appreciated.
nauthiz
member, 359 posts
Mon 20 Jul 2015
at 22:23
  • msg #2

Re: Savage Worlds Dice

There isn't currently a "game system" in the dice roller for Savage Worlds.  Currently what I do is put whatever I need to roll in manually, and then use the "reason for roll" line to do any differentiation that is needed.

So if I'm rolling, say, my Driving skill which I have a D10 in, and I'm a Wild Card, I'll put "d10, d6" in the manual portion of the roller.  Then put "Driving Skill Check, Wild Dice" in the "reason for roll" area.

If I'm rolling a d6 plus the wild die, I'll do it the same way "d6, d6" returns two separate rolls, so as long as you point out which is the wild die, it keeps things pretty simple.
Knarfy
member, 2 posts
Goodbye Moonmen
Mon 20 Jul 2015
at 23:57
  • msg #3

Re: Savage Worlds Dice

Hmm, ok. So you pretty much just have to check 're-roll max', enter the dice manually, and parse out the results yourself.

Fair enough. I kind of hoped there was maybe a better way, but I suppose that will do.

Thanks!
nauthiz
member, 360 posts
Tue 21 Jul 2015
at 00:41
  • msg #4

Re: Savage Worlds Dice

Unfortunately not, no way to easily do initiative draws either, but the die roller is pretty flexible so there are trade offs without spending many resources better spent elsewhere.

It does help if the GM defaults the "reroll max" and "record each die" options to always be checked as well.
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