Sunday, April 15, 2012

T&T hacks - Savage Worlds

There was a time when you couldn't read the forums at Big Purple (AKA without it every day serving you another thread where people talked about how to convert this or that setting to a new rules set, most often Savage Worlds. I read many of those, and do think it is a great fit for many settings. I own the rules and follow podcasts and bloggers who cover it, and to some extent it has entered into my mind as a "go to" system. One of the cool things with it is the bennies.
In SW you get three "bennies" and the start. When you do something impressive, cool, fun or impressive in character you might be rewarded by another one. These can be used for re-rolls.

Naturally, having the ability to re-roll makes for a more high octane style of gaming. Many "savages" talk about "pulp gaming" as if it was a genre. In fact, it was a description of the cheap paper the lurid "two fisted tales" from the twenties to the forties were printed on. I find it kind of curious that it has become a genre of gaming. There is actually a game for that kind of gaming, namely Daredevils from FGU. But, I can see why Savage Worlds have become popular for it, since it lends itself very easily to fast and furious action. Let's see how to port that to T&T.

Every player start the game with 3 bennies. The GM start with one for each player, plus one. Use poker chips, coloured stones , pennies or whatever you have handy. When someone does something exceedingly cool or makes everyone laugh, hand them another one. To use the bennies, say that you want a re-roll, hand the token to the GM and roll again. If you don't like the result, use the first one you rolled instead. You can use bennies to re-roll any Saving Throw, i.e. a roll based on a trait. In combat you need to attempt those stunts to be able to use bennies to re-roll. At the end of the session, hand in the unused tokens. Next session, everyone start with 3 new bennies.

Option 1: If you don't mind the bookkeeping, make a note of every bennie earned, and cache them in for 50 AP each after an extended downtime from adventuring.

Option 2: The GM can only use bennies for named NPCs or major antagonists.

Option 3: If you as a player want to support another player character, you might use your own bennies to chip in. Only one bennie per roll may be added, though.

Option 4: You may use as many bennies as you like, re-rolling until satisfied. Note that this makes for a very high powered game!

I hope you think these hacks sounds interesting and inspire you to try them, or your own variant thereof, in your next T&T game.
Fight on!


  1. I love the Savage Worlds system, and Bennies are an easy addition to any game system. Bennies could very well be an answer to surviving killer solos in T&T. Players could start each solo with 3 Bennies, or perhaps 1d6 Bennies since it is a solo.

    One could easily incorporate the 'Wild Die' from SW into T&T as well, either in solo or GM play. Only PCs and monsters with attribute stats may use a Wild Die, and only for Saving Rolls. Roll 3d6 for saves insted of two, with a pair being of one color and the third (Wild Die) being of another color. The roller may choose to use the Wild Die in place of one of the other two. This is different than rolling 3d6 and dropping the lowest, because by using a Wild Die one may opt to choose the lower rolls, particularly if this would lead to DARO.

  2. A charming trait of T&T is that it can absorb such options as this, while keeping its simplicity of procedure. This option is especially suited to T&T, which actually encourages high-powered and wild games!

  3. Wow, someone else knows of Daredevils. I loved that game though I never played it.

  4. You and me Tom, you and me. :)

    I actually got the idea to buy Daredevils after reading Grognardia. James was positive and I got the rules and all the modules.

    I have not played it, but it looks really fun.

  5. You know what Paul? I have more wild dice suggestions in a future post!


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