Bashed & Borrowed System

Last 3 Edits

Aug 13th, 2020

  • Added Actions.

July 23rd, 2020

  • Added more clarity on dice used and interaction of Wild Dice/Specialty Dice. (I hope it is clearer now).

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.


Use the basic rules of the Savage Worlds system with the following exceptions/modifications (and those on other pages).

Modified Rules


Typically you take 1 action and can move your Pace on your turn.
You can take multiple actions but for every extra action you take, all actions taken that turn are at -2.
You also get 1 reaction per turn that can be taken out of turn and only used when a situation triggers you being able to use it. So this is much like D&D, only there are no saving throws, so to avoid a danger, you will have to use your reaction.

Difficulty Number is 5

(Called Target Number in SW). Savage Worlds has a TN of 4 for basic tasks, in B&B it 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.

More Dice

B&B does not top out at a d12 either. You can move to a d14, then a d16 and finally a d20.

Obviously dice will not explode ast often, but you will more consistently roll successes and then Raises with higher dice.

Wild Dice/Specialty Dice

Wild Cards (player characters) don't get an automatic Wild Die to add to all rolls. Instead, you have specialties. If you don't have dice in these specialties then you don't have a Wild Die. Specialty dice and Wild Dice otherwise function the same way.


(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).


See the All Encumbrance page.

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.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License