Understanding and Using the Savage Worlds SWADE Hardness Table
Savage Worlds is a tabletop role-playing game (RPG) that uses a d6 die to resolve actions. The Hardness Table is a crucial tool in the game, providing guidelines for the toughness of objects, materials, and obstacles. By understanding and utilizing the table effectively, players and Game Masters (GMs) can enhance the realism and challenge of their gameplay.
Breaking Down the Hardness Table
The Hardness Table assigns values to different materials, ranging from 4 for soft materials like paper to 12 for extremely hard materials like steel. These values represent the number of successes needed to damage or destroy the material. For example:
- Soft Materials (Hardness 4): Can be easily torn or cut with a knife or sharp object.
- Hard Materials (Hardness 8): Require significant force to damage, such as a hammer or axe.
- Extremely Hard Materials (Hardness 12): Nearly impossible to damage without specialized tools or weapons.
How to Use the Table in Gameplay
When players attempt to damage or destroy an object in Savage Worlds, the GM uses the Hardness Table to determine how many successes are needed. This is rolled against the player's skill roll, using the following modifiers:
- Roll a "Raise": Adds +2 to the skill roll.
- Roll an "Ace": Adds +4 to the skill roll.
- Roll a "Crit Failure": Subtracts 2 from the skill roll.
For instance, if a player attempts to break down a wooden door (Hardness 6) with a crowbar, they must roll at least 6 successes against their Agility (d6) skill roll. If they roll a "Raise," they get +2 to their roll, increasing their chance of success.
Tips and Tricks
- Consider the material: Different materials have different hardness values. For example, a wooden door will be easier to break down than an iron gate.
- Use appropriate weapons: The type of weapon used can affect the outcome. A sharp sword will be more effective against soft materials, while a heavy hammer is better suited for hard materials.
- Exploit weaknesses: Some materials have inherent weaknesses. For example, wood is vulnerable to fire, while metal can be damaged by corrosion.
- Use explosives: Explosives can deal massive damage to objects, regardless of their hardness. However, their use should be carefully considered due to their potential for collateral damage.
Common Mistakes to Avoid
- Ignoring the table: Some GMs may overlook the Hardness Table, leading to unrealistic and unbalanced gameplay.
- Using generic values: Assigning a generic hardness value to all objects can simplify gameplay, but it can also lead to a lack of diversity and realism.
- Overusing hardness: Excessively high hardness values can make it nearly impossible for players to damage obstacles, leading to frustration.
- Neglecting wounds: The Hardness Table only applies to objects. When damaging or destroying a living creature, use the wound system provided in the game rules.
Why Hardness Matters
The Hardness Table plays a vital role in Savage Worlds gameplay, providing the following benefits:
- Realism: It adds depth and realism to the game by simulating the differing toughness of materials.
- Challenge: It provides a consistent framework for overcoming obstacles, creating challenges without overpowering players.
- Tactics: It encourages players to consider the materials they're facing and choose appropriate weapons and methods of attack.
- Consistency: It ensures fairness and consistency across different game sessions and campaigns.
How to Step-by-Step Approach to Using the Hardness Table
- Identify the material: Determine the material of the object or obstacle.
- Look up the hardness: Find the corresponding hardness value in the Hardness Table.
- Roll for damage: Have the player roll their skill against the hardness value.
- Apply modifiers: Add or subtract modifiers based on the player's roll ("Raises," "Aces," or "Crit Failures").
- Determine damage: If the player meets or exceeds the hardness value, the object is damaged or destroyed as described by the GM.
Useful Tables
Table 1: Hardness Table
Material |
Hardness |
Paper |
4 |
Wood |
6 |
Leather |
7 |
Metal (soft) |
8 |
Metal (hard) |
10 |
Stone |
11 |
Steel |
12 |
Diamond |
16+ |
Table 2: Modifier Table
Roll |
Modifier |
Raise |
+2 |
Ace |
+4 |
Crit Failure |
-2 |
Table 3: Example Scenarios
Material |
Hardness |
Player Skill |
Modifier |
Result |
Wooden Door |
6 |
Agility d6 |
Raise |
Success (roll a 6) |
Iron Gate |
10 |
Strength d8 |
Ace |
Success (roll a 9) |
Stone Wall |
11 |
Athletics d10 |
Crit Failure |
Failure (roll a 12) |