What is a "Murder Hobo"?
It is a trope seen in pretty much every RPG, be it table-top or electronic. In a nutshell, it's the "kill them and take their stuff" mentality. Players tend to start seeing the world in dollar (or gold, crown, credit, insert currency here) signs. Just laid low a group of bandits? Strip 'em bare and sell the stuff later on down the road. Enemies become a lucrative business for the players, whether it makes thematic sense or not.Is it really a problem that needs addressing?
That depends largely on you as a GM and on your players. Murder-hoboing is often seen as breaking immersion, or otherwise acting contrary to the accepted conceit of the game. Take standard fantasy - how do you reconcile a Paladin with what amounts to desecration of corpses for monetary gain? If things like that don't bother you or your players, then game on. There's absolutely nothing wrong with that, but this post isn't really geared towards you.The Road So Far
I've gone through many, many iterations of this - each time refining it to be closer and closer to the motto of Savage Worlds: Fast, Furious, Fun. I did not want to slow the game down in search of greater verisimilitude, but at the same time I didn't want to constantly be making on the fly determinations of what players are actually able to acquire.The Beginning
At the core, I wanted to use Savage Rifts' Technical Difficulties setting rule. It's an easy way to represent various levels of quality for similar gear. I'd love to take credit for the idea, but I actually saw it on the Savage Rifts Facebook group. Each level of Technical Difficulty adds a penalty (-1, -2, -4), a repair time, and a repair cost (0%, 20%, or 40% of book value).Initially, I had players roll on the Technical Difficulties table for any item they wanted to pick up from a body.
I also wanted to incorporate the idea that a thug blasted by a Glitter Boy is not going to have nearly as functional equipment as the thug with a laser hole through the head. I called this Overkill.
This originally manifested as adding to the Technical Difficulty roll based on wounds past incapacitation. Then, because I really didn't understand the concept of "Fast, Furious, Fun", I decided that if the total was 7 or higher (off the table), the player would draw a card per point over. So, say they rolled a 5 with 3 points of Overkill - a total of 8. They'd draw two cards. If it was a 2, 3, or 4 of Clubs, the item was destroyed.
Yeah, I know, even I shudder when I think of that convoluted mess.
Iteration - Improvement!
Then, I settled on a more streamlined mechanic - do away with the roll altogether, and just draw a card. Starting with Spades, if it was a face card or a non-face card of a previous suite (2 of Spades through 10 of Spades OR J of Hearts to A of Hearts, for example), it was, in order, No Effect, Glitch, Serious Problem, Severe Failure, or Destroyed.For Overkill, I changed from every wound over to every other wound over incapacitation causing a point of Overkill. Rather than add to a roll, however, it simply shifted the results to a worse effect. Severe Failure became Destroyed, Serious Problem became Severe Failure, etc.
A buddy of mine then made the suggestion to have Overkill draw extra cards, but pick the worst. This made for an interesting mechanic where bennies could be used to remove low cards, potentially drastically improving the results.
As you can probably notice, still a bit of clunk to it. If I draw a 10 of Hearts, is that a Glitch or a Serious Problem? Dangit, time to check the chart again. As for the Overkill change suggested by my friend, while interesting, would ultimately slow the game to a crawl. Got ten extras with at least armor and a weapon? That's twenty draws before Overkill is brought in. Granted, for something like that I'd probably abstract it to a draw per item type (all of one type of armor on one draw, all of one type of pistol on another draw, etc), but still - clunky.
Sweet Compromise
The current rendition is a simple card draw per item. On a Spade, it's fine (No Effect). On a Heart, it has a Glitch. And so on.Overkill is still 1 point per 2 wounds past Incapacitation, but it has returned to moving the effect down one level. It is also an Optional rule as it does require more record keeping.
Jokers are always No Effect, regardless of Overkill, and Spades can never be reduced past a Severe Failure. I toyed with this for a while, but decided that there should always be a chance of recovering the item, albeit in about the worst condition possible.
Once the result is known, after the effects of Overkill have been applied, a player may spend a bennie to move the result back up by one.
Even if there's been 25 points of Overkill (50 wounds over Incapacitation), a Spade will always be a Severe Failure, a Joker will always be No Effect. If any other card is drawn, the item is Destroyed unless a player spends a bennie, in which case it now has an Severe Failure.
The Ubiquitous Example
Noble the Glitter Boy pilot blasts a Coalition Grunt with his Boom Gun. Let's say that he did average damage, 32. The Grunt gets no armor due to the AP 25 of the Boom Gun, which leaves him with a Toughness of 7. That leaves 25 damage, which resolves to six wounds. The 1st Incapacitates the Grunt, leaving five wounds over.The Grunt has on armor, a rifle, and a pistol. Noble draws a card for each: 10D, 6S, and 10C.
If we don't use the Overkill rules, then we're done - the armor has a Serious Problem (-2, 20% value to fix), the rifle is fine, and the pistol has a Severe Failure (-4, 40% value to fix).
If we do use the Overkill rules, then those five unresolved wounds become two Overkill points - the armor is now Destroyed (Serious Problem =1=> Severe Failure =2=> Destroyed), the rifle acquires a Serious Problem (Fine =1=> Glitch =2=> Serious Problem), and the pistol is destroyed (Severe Failure =1=> Destroyed =2=> Destroyed).
Noble would've liked to have recovered the armor, as it is worth the most, but it's also hard to offload due to the obvious Coalition markings. He knows a guy, though, who could do it. So, he spends a bennie and brings the armor from Destroyed to Severe Failure.
It won't be worth nearly as much, but he should be able to get about 2250 credits for it. If he can scrounge up 18000 credits in parts (unlikely as he's hurting for credits), he can repair it and sell it for 22500, getting 4500 back in profit.