Savage Worlds for FGII All the ideas and discussions
3 votes Vote

Generic penalty mitigation using effects

Right now we have effects that our trait rolls, example "Shield [Parry +1]"
In this statement 'Parry' is a known trait, and that's why it actually works.

What I propose is that whenever the trait is something unknown to to the system, it uses it for penalty mitigation. Let's use this as an example:
Infavision [Darkness +2]

There's no 'Darkness' trait on SW. In that case, whenever you would get a penalty from a source named 'Darkness', it would deduct it's penalty up to the value assigned to it. It would work exactly like the Nerves of Steel edge.

Example uses
Low Light Vision [Darkness +2]: In case you use a global effect that applies a Darkness [Trait -2], it deducts up to 2 from that penalty.

Headshot [Called Shot: Head +2]: Deducts -2 penalty from a called shot to the head.

This is mostly useful when you're using a global effect to apply penalties, but some characters might have powers or even equipments that mitigate that penalty.

As an option it could read differently when you want to add a generic effect, as in:
Low Light Vision [@Darkness +2]

The @, or any other symbol, would tell FG that it's an generic "trait" that will be used for penalty mitigation

Dr0W , 17.03.2018, 23:34
Response from the site administrator
Ikael, 06.09.2019
Similar feature implemented to 5.1. You can define ignore effects to negate penalties and bonuses from other effects. For instance [Ignore #Dim #Dark] to ignore Dim and Dark illumination penalties.
Idea status: completed

Comments

Leave a comment