This is the beginning of a series of posts about Savage Worlds, since I’m gearing up to hopefully run a short campaign using the ruleset. I’m planning a number of posts, about the NPCs, about the conversion (because it is based off of a video game), and about my preparation, but before any of that happens, I need some help – how do you remove power points from Savage Worlds without dramatically throwing off balance?
I don’t like power points, or mana points, or anything of a similar name, as I feel that all they do is weaken the spellcaster, making them useless once they’ve run out. But at the same time, I understand the necessity of some limitation to their power. So does anyone know how I can strip the power points out?
(Sorry, by the way, about the groan-worthy pun).
Putting aside the fact that a spell-caster in SW is only useless if out of spell points if you’ve created an overspecialized character (since all it takes at the novice level is one edge and a couple of skill points, which leaves plenty of room for other competencies) and even then only until couple hours have passed and he gets some back, removing Spell Points in Savage World is a little tricky because, unlike D&D, Power Points aren’t merely a limiter on number of times you can cast a spell. They also serve to limit the duration (most spell with duration can be extended by spending more points), size of the spell (most damage spells can by pumped up to affect more targets or do more damage by expending more points), and the mix of spells that you use in an encounter (instead of a hard limit on the number of powerful spells per day, some are just more expensive to cast).
Ordinarily I’d suggest that it’s easy enough to swap tracking and expending resources like power points for rolls to see if you’re out of whatever (e.g. a roll of double ones means you can’t cast that spell again that day), that doesn’t solve the problem of how big or how many Bolts the wizard casts. Instead I’d suggest you try using them, but making the replenish faster. Instead of 1 per hour, you could replenish them at 5 per, or all after they perform some action that can’t be done in combat (resting for an hour, or performing some ritual).
Alright, that sounds like a good idea. Maybe in addition to faster regeneration, I could do something with bennies, like being able to cash them in for instant recovery of, I dunno, five-ish power points (although maybe not during battle, like you said).
Sounds reasonable. Trading Bennies in particular might be a good way to let you tweak their recovery as you go.
It’s also worth noting that there are a bunch of Edges that affect this: Extra Power Points, Rapid Recharge, Improved Rapid Recharge, Soul Drain, and Power Surge., and Wizard Wizard is particularly useful, because you save 1 on the casting cost per Spell Roll raise, so it’s the Edge that keeps on giving. You might consider granting one or more of them (or some house variation) for free to spell-casters in the setting.
That’s a good idea as well; I’ll have to re-read through those edges as well and see which one works best.
I may also take your idea of double ones to take the place of a mechanic I was going to do called “Psyche out”. You lose the use of the power for the remainder of the day if you psyche out… although, considering the format of my campaign, that may unbalance it. Perhaps it’s time I make a post about what my campaign is based on.
Hellfrost from Triple Ace Games uses a Power Pointless magic system. Basically, instead of Power Points, the caster takes a penalty to his roll equal to the Power Point cost from the basic rules. I don’t have my book handy and don’t remember how extending the duration works. But that’s a start.
Make them use something else. Certain mages may have to cuase themselves or friends pain in order to cast.
Every potential wound is worth so many powerpoints.
Or you could go Vancian. Make them have to pick and memorize them. You could then use power points as a budget for what they can memorize.
Or you could use the powerpoint cost of a spell as a cumulative chance of disaster. So they don’t spend them but every one that gets used in a session adds to a roll for a chance at eldritch calamity.
So spending 4 powerpoints gives them a 4 in 20 chance of disaster… spending 1 more gives them a 5 in 20… so on… them give them an infinite number of points.
Note that sjohn ross for GURPS came up with something along the lines of unlimited power points. Don’t have a link but you should be able to find his site with google.
Are you referring calamities article?
http://www.io.com/~sjohn/unlimited-mana.htm
It’s a bit more destructive than what I was going for, but definitely interesting, and it ties into a game that I do want to run in the future.
Thats it!
Check said… “Basically, instead of Power Points, the caster takes a penalty to his roll equal to the Power Point cost from the basic rules.”
Not true, I’m afraid, Chuck. Some spells have optional modifiers, but otherwise there’s no inherent casting penalty. The Solomon Kane RPG has a Power Point-less system more like the one you’re describing.
To Wiggy: So much Savage Worlds stuff bouncing around in my head. I just can’t keep it straight.