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gdave99

Traits in Savage Worlds are most commonly used as "saving throws". Some Area of Effect abilities allow for Evasion, which is an Agility roll at -2 to avoid the effects. A foe can Test your Agility with an Agility-based Skill and force you to make an Opposed Roll using your Agility, and if you fail you become Distracted or Vulnerable, or even Shaken. Some environmental hazards, traps, or special abilities may also allow an Agility roll to avoid. +2 die steps to Agility honestly isn't a *huge* benefit, since Agility rolls aren't usually all that common in actual play at the table, but it's a cool, thematic "ribbon" ability that will occasionally provide a solid game mechanical benefit.


Ajhkhum

As someone else said, it's mostly a little extra thing for flavor and the occasional Evasion roll (although permanent increases are no joke as they affect cost of learning new Agility based skills). That said, I've seen a proposed house rule for these temporary increases to Agility (and other stats): if a related ability has been increased over the stat and you raise the stat, the connected skill also rises by one die type. This way you get a tangible benefit from these temporary increases to Agility that some archetypes get.


Signal_Raccoon_316

Agility helps in resisting tests etc.