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Cap on Bennies from Min Max Rule

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  • Cap on Bennies from Min Max Rule

    The "savage worlds zone" combat request I made lead me to a site that had a really nifty rule regarding bennies (see below). It mentions a "max number" per character. Does anyone know what determines the max number?

  • #2
    I'm not sure what they mean by maximum bennies, unless they mean 'the number of bennies you normally start with.' Normally, that would be 3, but with Edges you could start a session with more or less than that. In play, there really isn't a "maximum" number of bennies... other than however many the GM wants to hand out.
    'But I don't want to go among mad people,' Alice remarked. 'Oh, you can't help that,' said the Cat: 'we're all mad here.'

    The Order of the Dice... OF DOOM!

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    • #3
      Yes, sorry. In this person's hack there's a maximum pool size you have - it's a house rule. You can never have more than that.

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      • #4
        It might refer to a "pool" of sorts, where once you hit the top you can't acquire more until you spend one. But it's not a cap on how many you can actually earn in a session.

        For instance, let's say the max is 5. Since you start the game with 3 bennies you can acquire 2 more (assuming you haven't used one yet) and that's it. Even if you pull off an incredibly awesome stunt and Wow the whole table... Sorry, no Benny for you. You're at max.

        This is likely a rule to discourage excessive hoarding.

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        • #5
          Not sure what the minmaxweanies use as their house rule max, but my group uses a similar Benny Carry Over rule and we use a max of twice your starting allotment. So usually six, but can be more or less depending on Edges. This is simply a maximum number of bennies a character can have at one time. Once they are at max they don't earn any more until they spend one.

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          • #6
            That would be my page. Yes, the "maximum bennies" is however many bennies you would normally start the night with. So, a normal character can never have no more than 3 bennies at a time. A character with Luck can never have more than 4 bennies at a time. Characters with hindrances that limit bennies instead do not receive the first benny of any session.

            Not included on that page, but there now, is our house rule that says if you have more than your max, you can give it to someone.

            Also, I cleaned up my potty mouth. Didn't know the public was reading that page.

            I'm pretty happy with the rule for the two reasons given - the "it's almost the end of the session I'll spend every benny now" and the "I'm low on bennies, lets quit for the night and everything will be much better next session".

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            • #7
              Originally posted by paladintodd View Post
              That would be my page. Yes, the "maximum bennies" is however many bennies you would normally start the night with. So, a normal character can never have no more than 3 bennies at a time.
              Hmm, that seems a little punitive to the players in the sense that sometimes they will start a session exactly the same as the base rules, and sometimes they will start worse off. There is no possibility that they will start out better off than RAW. Admittedly your extra benny earning opportunities look like they would go a long way to compensate for that,

              Not included on that page, but there now, is our house rule that says if you have more than your max, you can give it to someone.
              This also helps compensate for the low max value, but does make the Common Bond Edge somewhat superfluous.

              I'm pretty happy with the rule for the two reasons given - the "it's almost the end of the session I'll spend every benny now" and the "I'm low on bennies, lets quit for the night and everything will be much better next session".
              Yes, those are the reasons my group instituted a benny carry over rule too, Like I said we use twice the normal starting allotment as the max a character can have at one time, so sometimes a character starts a session worse off and sometimes better off than RAW. We also added a rule that if a character has less than their normal starting allotment at the start of a session or going into a major "scene" like a combat, dramatic task, chase, etc., they get a benny. This helps encourage players to spend bennies since they won't get these bonus bennies if they are hoarding. It also makes sure nobody starts a session or a critical scene completely "out of luck".

              Didn't know the public was reading that page.
              Yep, all your house rules provide at the minimum some good food for thought. My group is using your take on zone maps, thought we've modified how it handles AoE attacks. We had been using a system posted on the old forums, but I think yours much better handles characters that don't have a Pace of 6.





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              • #8
                Fair critique, James.

                I'll say that, for me, the players now have more bennies. Without hard & fast rules, I tended not to think about/give them out. So for my players, they suddenly have more bennies and they are happy. A GM that gave out lots of bennies that went to this method - players could complain.

                Good catch on Common Bond. I'll admit that I haven't looked over all the edges and made adjustments or thought about the impact. Instead, I just deal with them as players ask. Common Bond would allow you to still give bennies if you weren't over your max, but should probably get a little boost of some sort. Your players just lose bennies if over max?

                Or, depending on players, you could get rid of the max. I found I had a player or two that would hoard their bennies, only to use them in case of death. Which, maybe I don't really care about, but we play on Roll20 which means they had a giant blue line going across their token. That annoyed my OCD hence the max bennie rule.





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