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Confirm or Deny: D&D4e would be going strong had it not been titled D&D
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<blockquote data-quote="innerdude" data-source="post: 6606843" data-attributes="member: 85870"><p>Hmmm, good question. </p><p></p><p>In terms of "hard" mechanics, no. There's no player-driven resource/feat that explicitly gives a player an incentive to mechanically play against type. </p><p></p><p>However, Savage GMs are highly encouraged directly in the rules to reward "good" or "interesting" play with bennies---playing against type, using a less-than-optimized skill because the fiction/scene calls for it, interjecting yourself into a conversation, taking a major risk for a team member. They can then use a bennie for any of its default uses --- reroll a single action, activate an edge, soak a wound, etc.</p><p></p><p>In the same vein, PCs broad capabilities in a number of areas makes a difference in the available actions. In 3e, most of the time it seems like players have an Option A, a distant Option B, and an even further distant Option C. </p><p></p><p>In Savage Worlds it's more along the lines of Option A, Option A-, Option B+, and Option B. For example, say a fighter-type character specializing in two handed weapons gets cut off from melee due to a poor tactical choice by the player for 2 or 3 rounds. </p><p></p><p>Depending on the character build, he or she could still try and distract the opponent (taunt), throw an obstacle in the way to affect terrain (agility trick), throw a weapon (unlike D&D of ANY variety, ranged/thrown weapons in Savage Worlds are highly, highly viable combat styles. In fact, someone who specialized in ranged, thrown weapons in a fantasy campaign would be downright deadly), make a combat tactics check to see if there's a way to gain a tactical advantage, make a running/movement check to try and get into position to give another player a gang-up bonus, even if they can't engage themselves (it's much, much easier to get a gang-up bonus in SW than it is to flank in D&D). </p><p></p><p>All of these are available to pretty much every character with even a minimal investment for their character build. And none of them require an edge/feat (though a character can take an edge to become even better at something through specialization).</p></blockquote><p></p>
[QUOTE="innerdude, post: 6606843, member: 85870"] Hmmm, good question. In terms of "hard" mechanics, no. There's no player-driven resource/feat that explicitly gives a player an incentive to mechanically play against type. However, Savage GMs are highly encouraged directly in the rules to reward "good" or "interesting" play with bennies---playing against type, using a less-than-optimized skill because the fiction/scene calls for it, interjecting yourself into a conversation, taking a major risk for a team member. They can then use a bennie for any of its default uses --- reroll a single action, activate an edge, soak a wound, etc. In the same vein, PCs broad capabilities in a number of areas makes a difference in the available actions. In 3e, most of the time it seems like players have an Option A, a distant Option B, and an even further distant Option C. In Savage Worlds it's more along the lines of Option A, Option A-, Option B+, and Option B. For example, say a fighter-type character specializing in two handed weapons gets cut off from melee due to a poor tactical choice by the player for 2 or 3 rounds. Depending on the character build, he or she could still try and distract the opponent (taunt), throw an obstacle in the way to affect terrain (agility trick), throw a weapon (unlike D&D of ANY variety, ranged/thrown weapons in Savage Worlds are highly, highly viable combat styles. In fact, someone who specialized in ranged, thrown weapons in a fantasy campaign would be downright deadly), make a combat tactics check to see if there's a way to gain a tactical advantage, make a running/movement check to try and get into position to give another player a gang-up bonus, even if they can't engage themselves (it's much, much easier to get a gang-up bonus in SW than it is to flank in D&D). All of these are available to pretty much every character with even a minimal investment for their character build. And none of them require an edge/feat (though a character can take an edge to become even better at something through specialization). [/QUOTE]
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