A
amerigoV
Guest
Other than this "sanity" mechanic, how good is the Realms of Cthulhu book? This is one of the options I'm exploring for a sourcebook purchase.
I really like the book myself. I am not a Cthulu fanboy, but it certainly made me want to play the setting. I used the scenario included in the book in a pbp netgame for one player - managed to kill him without a fight. Mmmmmm.
Which is great; this means I'll be able to use it for multiple genres. Which I really like.
This is the thing that sucks - every time you get a new book or read what a fan did, you want to play that!
This might not work very well for my hypothetical Isle of Dread/Lost game, though, of course, things could be changed a bit to allow this.
You can have 1 or 2 main characters the camera focuses on, and the others just provide a couple of skills needed that the PCs do not have.
S/b all 3rd printing by now.Are the copies being sold by Amazon or Take 2 of the third printing, or the second one?
What are the mind-twists in these mechanics? I understand that you can get enemies to be Shaken by various tricks, then you just need a Shaken hit to get them wounded, is that the twist?
The one that gets people is if the target is a Wild and they are already shaken. Normally S + S = W (and still shaken). Normally every raise on damage is a Wound. The ugly one is if they are Shaken and you get one raise in damage over their Toughness, it is NOT 2 wounds. It is still one (ie, S + S + W <> 2W, it's S + S + W (raise) = S + W). It comes up all the time on PEG's board and there is an example in the book. I'll print a chart below that is handy, but PEGs boards can explain it better than I:
If You're Not Shaken:
Damage over Toughness--> Your Final Condition
0-3 difference --> Shaken
4-7 difference --> Wound+Shaken
8-11 difference --> 2 Wounds+Shaken
12-15 difference --> 3 Wounds+Shaken
etc.
If You Are Shaken:
Damage over Toughness--> Your Final Condition
0-7 difference --> Wound+Shaken
8-11 difference --> 2 Wounds+Shaken
12-15 difference --> 3 Wounds+Shaken
etc.
Hmmm... Seems like I'll have to print the Combat Survival Sheet for the player(s)...
Yes, then somewhere out there is an article on Tricks. Very useful.
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Another question I have is about combat: how well does a hero (or a small group of heroes) fare against a larger group of (non-Wildcard) mooks? Do things go similarly to Conan mowing through a whole gang of lesser combatants, or will a gang of mooks be able to gang up on a hero and overrun him/her?
How well do tactics (cover, ambush and so on) work well under the SW rules?
These two go together. The system really grew out of that approach. The same place you downloaded the Test Drive there is a Making of Savage Worlds. Read it - it really helps with the philosophy behind the game. So (1) it does great -> its really the sweet spot. (2) Tactics are very important. Range weapons kill in this game, even for run of the mill guys. Cover and tactics become very important as the group gains mastery of the game.
And how interesting/cool/fun combat is? A problem I am having with BFRPG (which is a great ruleset, IMHO) is that magic is ULTRA-COOL (especially with creative players) but ordinary combat isn't that interesting.
It evolves, in my opinion. Until the players get comfortable with the all the rules can handle (and start thinking outside the D&D box), the initial fun is all the exploding dice. Once players get into the Tricks/Test of Wills and the trappings, then it really get interesting.