The dice tell their own story…but so do you.
After the Seekers of the Ashen Crown regrouped following one of our most epic battles to date — and prepared to take down Lady Demise at last — I thought it might be nice to have a little chat about how to pick a fight in Savage Worlds…and do it in style.
First and foremost, combat in Savage Worlds likes to be cinematic and narrative, and that is going to be the focus of this article. To make the most out of a combat encounter often means going above and beyond “I swing my sword at the enemy.” Sure, you could swing that sword – but what if the enemy’s Toughness is 12, and your sword only does 1d6 damage? You’d be gambling on getting a pretty big dice explosion…or, you could forgo an attack in order to set your fellow adventurers up for their own moment of glory by means of a Test. Tests are non-lethal actions that, when successful, impose a penalty on your enemies to make them either Distracted (less able to hit you and your allies) or Vulnerable (more susceptible to your and your allies attacks) until the end of their next turn. An opposed roll, a Test can be conducted with a fairly wide variety of skills. While you can feint at an enemy with your sword to distract them – making a Fighting roll, just like you would on an attack – other actions like throwing sand in their eyes, delivering a scathing verbal blow to their morale, or yelling “hey, your shoe’s untied!” are equally useful. In the Seekers of the Ashen Crown’s first meeting with the Emerald Claw, Jak took Lt. Sesko down a peg by spitting in his face, and while face to face with Tik at last in the Traveler’s Rest, Kayde’s suggestion that a henchman wasn’t being paid enough for his trouble wound up being something the man took to heart, an epiphany which quite possibly saved Kayde’s life.
In a similar vein, Support fills in the gaps when a Test isn’t quite the help you’re looking for. Let’s say my friend wants to catch a group of enemies in an environmental hazard like a sticky web or unstable ground. In strictly mechanical terms, he wants to cast a utility spell, and the prize he’s chasing is a raise (or two) in order to increase his spell’s effectiveness. This is an instance where Support actions shine. I can use my turn to do something like bolster his confidence or point out a weak spot in the environment that he can exploit, rolling the associated Trait (as determined by the GM) to confer a modest bonus to his casting roll. A +2 in Savage Worlds is nothing to sneeze at – it could very easily be what pushes his roll over the edge from failure to success, or from baseline effectiveness to something better.
Another contributor to cinematic combat is the Multi-Action, a mechanic which allows you to, as the name might suggest, take more than one action per round. Declared and defined at the start of your turn, a regular Multi-Action consists of two actions at the cost of a -2 penalty to each roll, or three actions at a -4. With multiple combat edges available that negate the standard -2 penalty, it can be an incredibly useful tool. My old character Jak could, in theory, Test and attack an enemy on the same turn – and while he doesn’t have any edges that specifically negate the Multi-Action penalty, he does have Killer Instinct (which grants him a free reroll on Tests) and Frenzy (which adds an extra die to his melee attacks). With those edges working in tandem, the chances of succeeding on both his Test and attack aren’t half bad, not to mention cool as heck if he can pull it off.
As I’ve already discussed in this space, bennies can go a long way towards cinema and narration in a combat encounter. While they’re good for straightforward rerolls on attack and damage, they can also be spent to alter the flow of battle as we saw in Graywall, when Ivello traded a bennie for some scaffolding that he was able to pull down onto the heads of the guards pursuing him. The only limits are your imagination – and the GM’s discretion. I suspect most GMs (including mine) wouldn’t allow you to casually negate an encounter for one measly bennie, but I also suspect that most GMs in these scenarios will be happy to encourage player creativity and reasonable degrees of the Rule of Cool. After all, there was absolutely no guarantee in the example above that Ivello would succeed at making use of that scaffolding – but allowing him the possibility of doing something awesome and game-changing was very much in line with the Savage Worlds philosophy of “fast, furious, fun.”
That being said, there is one circumstance I can think of in which a combat encounter can be significantly altered in the players favour by a single resource: the play of a well-timed Adventure Card. From keeping Kayde’s brain safely inside his head to enlisting the help of a giant owl to facilitating Tik’s capture, Adventure Cards add a fantastic layer of twists and turns to even the most pedestrian, seemingly hopeless, or already completely gonzo combat encounters. And it’s always worth it for the look on the GMs face.
So, there you have it: a small taste of the stories you can tell once initiative is drawn. As much as the dice determine the outcome, us players have an incredible amount of agency and choice when it comes to resolving combat. It can be a lot to remember in the heat of battle (and, full disclosure, I am often the first one to forget), but when the narrative and actions line up, it’s incredibly satisfying. Looking back at this campaign’s most memorable encounters, they all share a common thread: the clever and/or timely use of one or more of the mechanics I’ve explored here. Picking a fight in Savage Worlds can be dangerous and unpredictable. The good news is, it can also be a whole lot of fun.