Savage Worlds GM Podcast

SWGMH S07E15: Traps & Puzzles


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Show Summary
The gang gets together to discuss Savage Worlds traps and puzzles. Aside from of a brief mention of a +2 bonus to Notice and Repair rolls to detect and disarm traps, the Savage Worlds core rules do not contain mechanics for creating or dealing with traps and puzzles.
Of course, the simple F!F!F! solution is to allow Danger Sense or Notice to detect the trap, followed by a Repair roll to disarm it, or an Agility check to avoid it if triggered. We go a little deeper and discuss:

* Cooperative Rolls
* Unskilled checks vs complexity
* Dramatic Tasks to disarm traps.
* Traps as Characters/Creatures
* And more…

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Links
Savage Worlds DeluxeG+Savage Worlds GM CommunitySmilin’ Jacks Bar and Grill, Sin City Savages, Happy Jacks RPG Podcast, Lootcrate.com, Kristian Serrano’s Savage Eberron, PatreonPerilous Places & Serious Situation
Credits
Hosts:  Jerrod ‘Savage Daddy’ GunningChris FuchsDavid Scott, JiB, and Scott W.
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Savage Worlds GM PodcastBy Jerrod 'Savage Daddy' Gunning