Savage Worlds Rule Guidance: Bennies Part 1

I asked the great folks over at the Pinnacle forums for advice on using bennies, and they blew my mind with the quality of their discussion. I can’t thank them enough. They’re all brilliant.

In this part I’ll discuss:

  1. What bennies are and why they matter.
  2. As a player, how best to manage your bennies.

And in Part 2 of this article, I’ll discuss:

  1. A system for a Game Master to handle giving out bennies.
  2. Various house rules for bennies.

Bennies: Making your own luck

For the uninitiated, each player starts a session with three bennies (and the game master gets his own), which can be spent at any time to do one of three things:

These are not just tacked onto the system, either. Management of your bennies is a critical part of Savage Worlds strategy and character power. In fact, there are hindrances and edges that can give a character more or fewer bennies.

It is also expected that the Game Master will give each player somewhere from three to five additional bennies throughout a gaming session, though this will change depending on the tone of the campaign. Fewer bennies means a grittier, more dangerous game, where more bennies leads to a very pulpy game.

Common Problems

Many experienced role-players aren’t used to having a system like bennies be integral to a system or their characters, and thus several problems occur.

How to manage your Bennies

Guidance for how to spend your bennies really isn’t complicated. It follows a fairly simply progression.

  1. You may freely spend one benny per encounter or scene. A wise Game Master will be handing bennies out a similar rate. If not, be a little more cautious.
  2. Be cautious spending a second benny in the same fight, but do so when you believe it’ll make a significant difference.
  3. Never spend your last benny except to soak an attack or to reroll on the Incapacitation table. This is your emergency “Keep me alive” benny.

How you use your last benny is critical to the survival of your character. If you take just enough wounds to incapacitate you, then you probably want to roll to soak. But if you end up with a total of five or more wounds, you’re best off accepting the wounds and saving your final, precious benny for a second chance on the Incapacitation table. It’s better to be unconscious and alive than to die trying to keep in the fight.

Come back tomorrow for part 2, where I give suggestions for managing your benny economy!

Savage Worlds Primer Articles

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  • Don

    A couple of points for revision:

    1) On re-roll, you can re-roll and take the best, where best is the highest result. If your first result was a minimal success and you want or need to try for better but don't make it, you're stuck with your minimal success, not with a failure.

    2) On recover from shaken, it should read that this can take an entire turn. Having a high spirit, a couple edges which add to the roll or reduce wound penalties means that you will more often have a raise and be able to act after recovering from shaken.

    3) Your most role-players will be unfamiliar with bennies seems to pre-suppose a certain segment which haven't played games like Warhammer Fantasy Role-Play, Legend of the Five Rings, Shadowrun, 7th Sea, Deadlands (classic iteration) or other games with a re-roll/bonus mechanic. It might come across as either demeaning or insulting. Having never played a d20 game despite 14+ years in the hobby, your comment appears to focus on those persons coming from that background rather than those from a possibly different gaming background.

    4) Your number 3 on how to manage is possibly wrong, especially if a player is looking at trying to soak 6+ wounds, at which point that last bennie is probably better served as a 2nd chance at a better result on the incapacitation table. It's one of those situations where players want (and need) to succeed at stage one when it might be best to risk it all on stage 2 with the promise of possibly only being shaken and at -3 wounds or surviving but unconscious.

    5) The expectation of how many bennies the GM awards may appear slightly inflated; I've seen games that hand out more and some that hand out less. Certain settings, like Realms of Cthulhu, encourage an almost miserly approach to handing out bennies in certain atmospheres, while something like 50 Fathoms or Solomon Kane might be a bit more generous to encourage a more “swash-buckling” feel as opposed to a gritty military game a la Tour of Darkness.

    On the whole, I like the article, although I as a long-time SW player am probably not the intended audience. Regarding the handout of bennies, I hope you'll also note how the GM tends to hand out bennies affects their use by the players.

  • http://www.ApathyGames.com Jeff Carlsen

    You give some solid advice, especially with point (4). It's an aspect I hadn't considered, and should make it into the revised document in the future.

    Also, you are correct about points (1) and (2) and it has been changed.

    As for number (5), I'm forced to rely on experience, but I've very rarely met a roleplayer who's greatest experience isn't with D&D. But even when I have seen a mechanic like bennies, it's mostly a re-roll mechanic. In Savage Worlds, they aren't just tied to your ability to stay up in combat, they are the biggest shield you have. They represent more of your character's power than similar systems in other rule-sets.

    Though, while on that topic, I would love to hear more about how Warhammer and 7th Sea handle it, as I've admittedly never read or played those games.

    It's true that I'm in the camp that believes in a high flow of bennies, but I like to see players get their re-rolls. They seem to have more fun that way. It comes to taste, but I'd like to guide others to do what I see as fun.

    Definitely stay tuned tomorrow for the Game Master advice. I look forward to your insights on it.

  • Don

    “Though, while on that topic, I would love to hear more about how Warhammer and 7th Sea handle it, as I've admittedly never read or played those games.”

    7th Sea and Legend of the Five Rings were a modified WoD engine, instead of counting successes, you tried to get a certain number of dice to equal something. It's called roll and keep. Basically, you could be rolling 5 dice and can keep 3 and need to get a total of 20. 7th Sea and Legend of the Five Rings had void points/drama points which added dice, making it rolling 6 dice, keep 4. Certain spells, items or special abilities allowed for an entire re-roll like bennies. 7th Sea's drama dice did better in that you got a certain number based on your character build and then could earn a (theoretical) unlimited amount via role-playing, much like players (theoretically) can earn bennies in Savage Worlds.

    Warhammer RPG (Hogshead edition) had fate points, allowing for someone to both 1) ignore damage and 2) re-roll. They were limited at character gen and refreshed according to either the feel of the campaign or never, depending on the feel of the campaign.

    Shadowrun had the Karma system, where you had a limited pool that let you get a certain number or re-rolls (Shadowrun in all editions have been more or less dice pool/buckets of dice games). The current edition has a luck attribute which does the same or similar things.

    Deadlands Classic had fate chips, which are the forerunners of the bennies and their effects in DL: Reloaded. There are also bennies as drama points in Cinematic Unisystem (Buffy, Angel, Army of Darkness from Eden Studios). Not having those books, I'm unsure of the refresh rate off the top of my head, but I think it's a per-session thing.

    I would hazard that they exist to mitigate situations in games where death by a single blow is a very viable outcome, such as in Savage Worlds or in 7th Sea or Warhammer. I wonder if they aren't present in, say D&D or d20, as these systems are set up so that a character cannot or only in extreme circumstances die via a single blow.

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  • Chris Fuchs

    Is there a part 2 for this yet? When I click the link, I get an error. Same when I click a link for the primer.

    Chris

  • http://www.ApathyGames.com Jeff Carlsen

    This is a part two, but somehow we broke the link to it. It was probably the gremlins. We've been getting nasty letters from their union.

    I've fixed the link to the second part of the Bennies article, but to save you some time, here's the link: http://www.apathygames.com/2010/01/08/savage-wo…

    Unfortunately, I can't find which link to the primer is broken. If you could point me to it, I'd be grateful. In the meantime, the here's the link to that as well: http://www.apathygames.com/2009/12/16/savage-wo…

  • Chris Fuchs

    Is there a part 2 for this yet? When I click the link, I get an error. Same when I click a link for the primer.

    Chris

  • http://www.ApathyGames.com Jeff Carlsen

    This is a part two, but somehow we broke the link to it. It was probably the gremlins. We've been getting nasty letters from their union.

    I've fixed the link to the second part of the Bennies article, but to save you some time, here's the link: http://www.apathygames.com/2010/01/08/savage-wo…

    Unfortunately, I can't find which link to the primer is broken. If you could point me to it, I'd be grateful. In the meantime, the here's the link to that as well: http://www.apathygames.com/2009/12/16/savage-wo…

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