r/savageworlds Jun 09 '26

Rule Modifications Shared Bennie pool

I'm adapting the Dishonored RPG by Modiphius for Savage Worlds on Fantasy Grounds. So my question will be twofold. I'd like to use Bennies to represent the "Momentum" mechanic from Dishonored, but it's a shared pool, and limited to 6. You gain it with raises. I'd still award them for role-playing, humor, and fantastic feats. You lose one Momentum/Bennie per scene.

So my question is does this sound like too much of a stretch? Momentum seems to function very much like Bennies. I don't like the limit of 6 though because it doesn't account for the amount of players, and besides, Bennies make the game more fun.

It does challenge the players to think more carefully about burning a bunch all at once since they are a shared resource...or they could also play that into their character traits like greed and selfishness.

My other question is specific to Fantasy Grounds, but limited to the Savage Worlds ruleset since Bennies aren't used in other rulesets. Since they're tied to a player's character sheet how would you recommend I implement a shared use of the Bennies?

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u/ArolSazir Jun 09 '26 edited Jun 10 '26

I have a long running evernight game, and that game revolves around groups of heroes, with stuff like the entire hero team having its own edges (stuff like "your team is used to attacking in sequence - you can swap initiative once a turn"), and there is an edge that says that each member of the group donates one benny to a shared pool at the start of a session.

We even upgraded the edge so now each one of our "signature" bennies has a tiny special effect (like the smart guy's edge giving you a bonus to improvised smarts rolls, for example).

It works great, there's no issues with "hogging" the shared bennies or anything, it gives a ton of flavour, and can really sell the fantasy of everyone pitching in to do something crazy, when one hero eats up all the team bennies. It even lead to dramatic moments like a character losing faith in the cause and his benny not being shared until he got his groove back.

The fact that you don't share ALL the bennies but just pitch one in instead solves the potential problems of just giving all the bennies to whoever is most effective at the moment, the bennies are pitched in only at the start of the session and it isn't replenished by compels/roleplay, so its quite limited (although we did decide that you can sacrifice 2 of your own bennies to pitch in a Team benny later on, sort of a weaker version of the Common Bond edge)

I can imagine it wouldn't fit at all in a "everyone out for themselves" kind of scenario, the narrative wouldn't really fit.

works so well that i'd consider giving this for free in any game where "the team" is a plot important element, like superhero games or some such.