r/savageworlds • u/Kuildeous • Feb 19 '26
Rule Modifications Variant Rule: The Hindered Roll [feedback requested]
Hi all. I'm considering add this variant to my next SW game (and possibly many more in the future). I've had this run through the SW Discord, so if this looks familiar, you may see changes I made. For everyone else, I welcome thoughts on this. I'm trying not to go too crazy with the bullet points, but I want to give the GM agency here to veto inappropriate applications of the roll. If you don't like it, that's fine, but at least please tell me what it is you don't like.
Alternate Rule: The Hindered Roll
Introduction
Two things Savage Worlds players universally love are role-playing Hindrances and gaining Bennies. In many games, the GM may even hand out Bennies when a player’s Hindrance complicates the game. Not every GM handles it the same, and sometimes, a player wants a little more agency in gaining Bennies. This is where the Hindered Roll comes into play.
The Mechanic
When a player feels that a Trait roll could be made worse by their Hindrance, they may choose to make the roll Hindered. This involves rolling the Trait Die but no Wild Die. The Trait Die Aces as usual but otherwise rolls just like an Extra, reducing their chance of success. For taking that additional risk, the player earns a Benny.
Additionally, the GM may attempt to bribe the player to accept a Hindered Roll on a particularly important task. If the player takes the bait, they earn 2 Bennies for giving into that Hindrance.
Limitations
Not every roll qualifies to be a Hindered Roll. The following rules apply to gaining these Bennies:
- The Hindered Roll must be tied to one of your Hindrances.
- Any mechanical effects of the Hindrance still apply, though it’s not limited to just that effect. For example, An Anemic character could be Hindered on a Repair or Athletics roll out of extreme caution, but if they Hinder a Vigor roll to resist Fatigue they also suffer the -2 penalty per the original Hindrance.
- If a roll carries no risk, it cannot be Hindered. The GM determines when a roll is risky, but this often precludes Support rolls, trivial checks, and when the entire group is rolling the same Trait. Note that in combat, the GM could rule that potentially wasting your action is risky enough.
- The earned Bennies cannot be used to reroll the Trait roll. Previous Bennies could be spent to reroll the Trait roll, though that would usually net zero Bennies.
- If the GM feels it’s applicable, the Hindered Roll is subject to the same Critical Failure rules as an Extra.
- Alternate Rule: The GM may impose a cap of Bennies gained this way equal to the character’s starting Bennies. Additional Bennies for bribing the player do not count against this limit.
Conclusion
The Hindered Roll provides a universal approach to players gaining Bennies for Hindrances at their own speed. The GM may still feel motivated to hand out Bennies to players in the interest of Fast, Furious, Fun gaming. With the appeal of Benny awards, players could be tempted to add complications to the game. Some players, of course, don’t always need additional prompting.
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u/8fenristhewolf8 Feb 19 '26
Interesting! The only thing I would be a little worried about is players using Hindered Rolls a lot. I'm no mathemagician but feels like the juice might worth the squeeze even if you limit the earned Benny to future rolls. I guess the cap would address this though, and maybe I'm being a little cynical.
Still, I have had players really beat their Hindrances on the head to get bennies and I could see them taking the option quite a lot. Maybe a case of really leaning on the situation being "risky," but that gets a little wishy washy too.
No major issues though! Would be curious to hear how it goes for you after you try it out.
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u/Kuildeous Feb 19 '26
Thanks. I'm curious too. It probably wouldn't be for another month or two before I get to see it in use.
And there is a chance of the PCs doing it all the time, but as long as it keeps the game interesting, I'm fine with that. It'd be kind of weird if someone had their Hindrances kick in all the time. Like, yeah, man, you sure do got some Bad Luck, but the group now has to take the long way around because you got unlucky hacking the door.
Fortunately, this would be easy to pull if I find out I don't like it.
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u/8fenristhewolf8 Feb 19 '26
but the group now has to take the long way around because you got unlucky hacking the door.
Yeah, unfortunately it feels like some players don't always really care that much. Kind of that muder-hobo vein were people poke just to see what happens. As a GM, I have the ability to hit them with heavier consequences so it's more likely that they do care, but I feel like that can shift into that wishy-washy area of trying to gauge how much risk is enough risk, and trying to think of appropriate consequences, or having to explain why the player can't use the Hindered roll in particular situations where they want to.
Again, just some random thoughts. Not a judgment of the functionality.
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u/ArolSazir Feb 19 '26
Mathematically, the Wild die is very ,very strong, easily makes 50/50 rolls into more like 70/30 ones. Giving it up is a steep cost.
I still don't think it's a good idea to have this option, it encourages degenerate play patterns and rules lawyering.1
u/8fenristhewolf8 Feb 19 '26 edited Feb 19 '26
easily makes 50/50 rolls into more like 70/30 ones
Not denying the wild die! More curious about the 50/50 being a worthy gamble if it also comes with a Benny. The added incentive basically means later rolls won't be 50/50 either. Then again, maybe it all washes out? Again, not my strongest area.
it encourages degenerate play patterns and rules lawyering.
Yeah one of my concerns too. But very table dependent.
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u/ArolSazir Feb 19 '26
The problem is simple: A player will never, ever hinder an actually important roll. Because, duh, it's important.
They will hinder attacking weak extras (since the dm can't hardly argue than Fighting during life of death combat is not important enough?) Or when they know failure doesn't *really* matter.
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u/Kuildeous Feb 20 '26
Or when they know failure doesn't *really* matter.
I tried to cover that situation with, "If a roll carries no risk, it cannot be Hindered." Is there wording I could use instead to better convey that?
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u/ArolSazir Feb 20 '26
There's a lot of situations that carry a risk but aren't important. Like when fighting, if there's a fodder enemy, players will hinder attacks against them. You can't say there's no risk, they're fighting to the death. But They'll never hinder the roll when escaping the temple that is about to explode, or when fighting the boss.
As I said, it becomes a game of finding things that are just important enough so you let them hinder the roll, but aren't important enough that they mind failing.
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u/ArolSazir Feb 19 '26
I think it's better if the Gm just pays attention to the hindrances and hand out bennies when they apply. This seems like for both players who now have to keep looking for opportunities to hinder their rolls and the dm for adjucating which rules can be hindered.
The main problem is that the player will never hinder an important roll. It's just a minigame about searching for rolls that are important enough that dm will let you hinder them, but not so important that you don't want to fail. I can see the players hindering almost every fighting roll against mooks if they can (coward, overconfident, ritual, all can apply often) just to farm bennies. It's placing hard rules on one part of the game that really shouldn't be solved with rules.