CNote: This is my attempt at building upon the frameworks of Savage Worlds to create a system that incorporates many innovations, rules and ideas from other systems to create a game that hits all the points we as a group like. It is also an excuse for me to mess with things - which I love doing. Games such as Dungeons & Dragons (all editions and including Pathfinder and 13th Age), and Song of Ice and Fire RP have greatly influenced the development of these rules.
Edit: April 16th, 2014: Added Difficulty Number. Removed Charisma.
Use the basic rules of the Savage Worlds system with the following exceptions/modifications (and those on other pages).
(Porting this popular rule in from our DnDNext Playtesting).
Advantage: When a PC gains Advantage a PC rolls an extra Ability Dice for the check. This does not affect Specialty/Wild Die in any way. (Spec/Wild Die are always kept separate).
For example: Rok the dwarf has a Vigor of a d8 with Resilience d6. Being a dwarf he has Advantage vs poisons, so when resisting poisons Rok rolls 2d8 and 1d6 and takes the best result from all dice.
Disadvantage: As with advantage the PC rolls an extra Ability Dice, but this time takes the lowest. Once again, the Wild Die is NOT affected by Disadvantage and may replace the Ability result of the lowest roll.
Armor interferes with some spellcasting. Apply an Armor's bonus as a penalty to Perform, Smarts & Will rolls to cast powers of an Arcane (not Divine) nature. For Primal spellcasters, the penalty applies only for forged metal armors.
Weapon damage is now Athletics + d# (not Strength. Though creatures whose Strength die goes higher than their Athletics die (allowed for large, strong creatures) can use their Strength die).
For Finesse and Thrown weapons Athletics may be replaced with Agility.
Projectile weapons remain with a fixed damage (though weapons like mighty composite bows may alter this).
Difficulty Number is 5
(Called Target Number in SW). Savage Worlds has a TN of 4 for basic tasks, ours is 5. Each 5 above this is a Raise. So everything works in 5's. This brings basic Dn's in line with the average character's starting static stats too: Parry, Sanity, Toughness, etc.
Calculated normally as Athletics die x 5. Characters with the Strength specialty add 1 to the Athletics die total for each Specialty die (before multiplying). For example: A PC has Athletics d8 (Strength d6). That is a total of 10 (8 from d8; +2 for two Specialty die steps) x5 = 50.
Size modifiers are also applied to the Athletics score before multiplying by 5.
Quadrupeds multiply their Encumbrance value by 10 (instead of 5).
Encumbrance penalties apply to the following Ability Checks:
Athletics (Not including Strength, but doubled for Swim checks).
Perform (Not Sing)
Running Die: Is replaced with an Athletics roll, which can also have the Run Specialty Die too. (ie: You can get a Wild Die for the running action). You cannot more than double your Pace with this roll.