Critical Skill Dice
You might come across the phrase "a 1 (regardless of the Wild Die)" more often. This rule often applies when the probability of a critical failure is higher than usual. For some, that might seem too much – in that case, the gamemaster should only put the consequences mentioned below into play when there’s actually a critical failure (snake eyes).
Disregarding the Wild Die in such situations leads to significantly more failures by the Wildcards (not as often as Extras, but noticeably). This might be adequate in situations with more difficult conditions (like climbing a slippery cliff), so you should keep that option in mind.
Another alternative is the introduction of complications. If the skill die shows a 1 in these situations while the Wild Die scores a success, the test is successful, but the character suffers a minor complication – in our example he might have climbed the cliff, but lost a piece of equipment on his way up; or a cheater gets caught after he has collected his prize. Situations like that can make the game much more interesting.
So, it looks like the German version of Savage Worlds has a mechanic in it for failing forward - introducing a complication with a success, instead of just the existing SW rules of critical failure/failure/success/raises. It uses a good rule, in that it mimics the existing mechanics for stuff like Arcane Backgrounds, where you can succeed with a complication by getting a 1 on your arcane skill die and a success on your Wild Die.
Was anyone else aware of this? I had no idea it was a rule - it makes me wonder what other stuff is out there in the other translations of the rules. Are there plans to introduce this to the English edition? I personally think it's a really good addition.