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Savage Worlds Pathfinder Cantrips

Savage Worlds Pathfinder Cantrips

2 min read 01-01-2025
Savage Worlds Pathfinder Cantrips

For those familiar with both Savage Worlds and Pathfinder, the question of how best to integrate Pathfinder's cantrips into the Savage Worlds system often arises. This guide aims to provide a clear and concise method for incorporating these versatile spells, offering a balanced and engaging gameplay experience.

Understanding the Differences

Before we dive into conversion, let's acknowledge the key differences between the two systems. Pathfinder's cantrips are low-level spells, typically requiring only a verbal component and generally usable at-will. Savage Worlds, on the other hand, relies on a more streamlined action economy, with spells generally represented by Edges and Powers, often with limitations on uses per day or encounter.

Converting Pathfinder Cantrips to Savage Worlds

The most straightforward approach involves categorizing Pathfinder cantrips by their effects and then assigning them appropriate Savage Worlds equivalents. This might involve creating new powers or modifying existing ones. Here's a suggested framework:

1. Damage Cantrips:

Pathfinder cantrips like Ray of Frost or Acid Splash deal small amounts of damage. In Savage Worlds, these translate well to a Power that adds a small damage bonus to a ranged or melee attack, perhaps with a limited range or area of effect. Consider using a d4 or d6 for damage, reflecting the low level of the cantrip. The power might be usable a limited number of times per day or have a small Bennies cost.

2. Utility Cantrips:

Cantrips like Light, Guidance, or Prestidigitation serve utility functions. These often fit seamlessly into Savage Worlds as a skill modifier, a minor action, or a free action, depending on the effect. Light could simply grant a light source (perhaps as part of a skill check for using a lantern), while Guidance might provide a +1 bonus to a skill check.

3. Control Cantrips:

Pathfinder's control-oriented cantrips, such as Shocking Grasp, require careful consideration. These could be adapted as a Power that allows a character to trigger a special effect during a successful attack roll, such as causing a stun or slowing an enemy. This would need to be balanced to avoid being too powerful within the Savage Worlds framework.

4. Considering Limitations

To maintain balance, consider the following limitations for your converted cantrips:

  • Limited Uses: Instead of being at-will, implement a limited number of uses per day or encounter.
  • Bennies Cost: Require the expenditure of bennies to activate certain cantrips.
  • Range/Area of Effect: Restrict the range or area of effect to keep them balanced in terms of power.

Example Conversion:

Let's take the Pathfinder cantrip Light. In Savage Worlds, this could be represented in a few ways:

  • Option 1 (Simple): The character always has a light source. This could be incorporated as a character trait, requiring no additional resources.
  • Option 2 (More Detailed): A minor action allows the character to produce a light source (equivalent to a lantern) with a specific range.

Conclusion

Converting Pathfinder cantrips to Savage Worlds requires a thoughtful approach, focusing on balancing power levels and maintaining the essence of the original spells. By using the guidelines outlined above, game masters can successfully incorporate these versatile spells, enriching the game experience for their players. Remember to always adjust based on the specific context of your campaign and your players' playstyles.

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