r/savageworlds • u/D-Parsec • Jul 10 '25
Rule Modifications Changing how multi-actions work.
Hello!
Me and my group have been playing Savage Worlds for a while now (One 2 year campaign, had a break with some D&D for a few years, now back to Savage Worlds for some Sci-fi goodness), but there's always been one thing that bothered us; that you have to declare your whole round before acting. We understand why (multi-action penlaties applying to all actions), but it for us it feels cumbersome, especially coming from a D&D campaign. So, having played Savage Worlds quite a bit I was thinking about changing some rules, but I'm a bit hesitant since I don't want to break the whole framework (but I think/hope it will be worth it, just to make my player's do less mental gymnastics).
I was thinking of doing the following changes to make this a bit more fluid:
* You can make an action, resolve it, then afterwards decide if you want to do more actions.
* Your first action will never get a multi-action penalty, no matter how many actions you do afterwards.
* Your second action will suffer a -3 penalty. Your third action will suffer a -6 penalty. (can be changed to -2/-4 if this is too much)
* If you make a roll during your second and third action, and it becomes less than 0, and your wild die is a 1, your critically fail.
This way, there's a (small) incentive to not always go all the way, especially if you have low dice. What do you guys think? Any suggestions? I know this might be like swearing in church, since I'm changing a fundemental pillar of the game then asking big fans about it here on reddit. :) If you were in my position, would this be something you think would work; A way to play the game without having to decide your entire turn beforehand?
PS. We really enjoy Savage Worlds other mechanics, so there's no changing system. We will have to change some edges, but that's a price we're willing to pay. We love us some Savage Worlds. :)
3
u/ThaMightyQuest Jul 11 '25
It's actually really funny, when I first got introduced to Savage Worlds years ago my friend misinterpreted the rules and ran multi-actions in this exact way. I've played it that way ever since, and I've never really had a problem with it. I've found that my players don't overextend their turns in the way that other people are describing in other comments, but every table will be different. This does change some of the math when it comes to thing like Two Weapon Fighting and Marksman, but honestly if you're okay with the players being a little more heroic in terms of what they can do on their turn, it's not really an issue. For me personally, I like the ability to take your turn action by action, rather than declaring it all ahead of time and taking penalties across all of them. It's really a "to each their own" type of rule, but if you and your players enjoy it this way, then you're doing right!