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<blockquote data-quote="Donald Schepis" data-source="post: 8196398" data-attributes="member: 7029358"><p>I don't know the specifics of the way you run Savage Worlds so I can't really diagnose why that might be, but a few things that might help (this is less for Rifts since that's a bit of a different beast):</p><ul> <li data-xf-list-type="ul">Adding in more extras is dramatic, adding in more wild cards is lethal. As a general rule, 1-2 wild cards should be your upper bound for fights that you don't want to see a player character die in.</li> <li data-xf-list-type="ul">Don't forget to make sub-optimal decisions that make sense for your NPC. Players do this all the time in Savage Worlds, feel free to make "mistakes" when it's reasonable for the NPC. If you're overly focused on making the optimal decision in every encounter, you're asking your players to play on hard mode.</li> <li data-xf-list-type="ul">Give out more Bennies. I don't know that I've ever seen a GM give out too many Bennies. In the dev playtest we just finished, I got a Benny because my monk jumped up on a pair of chairs and balanced on them to punch an ogre in the back of the head. I didn't take any penalties or anything, but because it was cool I got a Benny. That's the whole point of them.</li> </ul><p>Those are some of the more common issues I see folks have when they run that makes the game more lethal than intended. Again, I don't know your game so none of that might be relevant.</p></blockquote><p></p>
[QUOTE="Donald Schepis, post: 8196398, member: 7029358"] I don't know the specifics of the way you run Savage Worlds so I can't really diagnose why that might be, but a few things that might help (this is less for Rifts since that's a bit of a different beast): [LIST] [*]Adding in more extras is dramatic, adding in more wild cards is lethal. As a general rule, 1-2 wild cards should be your upper bound for fights that you don't want to see a player character die in. [*]Don't forget to make sub-optimal decisions that make sense for your NPC. Players do this all the time in Savage Worlds, feel free to make "mistakes" when it's reasonable for the NPC. If you're overly focused on making the optimal decision in every encounter, you're asking your players to play on hard mode. [*]Give out more Bennies. I don't know that I've ever seen a GM give out too many Bennies. In the dev playtest we just finished, I got a Benny because my monk jumped up on a pair of chairs and balanced on them to punch an ogre in the back of the head. I didn't take any penalties or anything, but because it was cool I got a Benny. That's the whole point of them. [/LIST] Those are some of the more common issues I see folks have when they run that makes the game more lethal than intended. Again, I don't know your game so none of that might be relevant. [/QUOTE]
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