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My first Savage Worlds experience...
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<blockquote data-quote="Flynn" data-source="post: 3891045" data-attributes="member: 1836"><p>The base mechanic for task resolution is very similar to a streamlined Deadlands or a variant D6 System or even Earthdawn. All attributes are different die types, from d4 to d12, and skills are rated in the same manner. The skill list is limited, somewhat like Star Wars Saga Edition. You roll the die type, and aim for your target number (TN). With the exception of melee combat, the target number for any check is 4. (For melee, it's a derived score called Parry, which can range from 4-8 and higher in very rare cases). If you roll max on a die, the die explodes, so you roll it again and add the total to the original roll. This continues until the die no longer explodes. This is called "Acing" the roll in Savage Worlds parlance. For every four points by which you exceed your target number, you get a raise, which usually translates to critical success benefits.</p><p></p><p>As a PC, you are considered a Wild Card. Wild Cards get an extra die, a d6, to roll with any action resolution, so you have two chances to hit your target. Each die is considered separately.</p><p></p><p>In D20, you tend to change the DC (or as Savage Worlds calls it, the TN) and generally keep your modifiers the same. In Savage Worlds, you modify the die roll and keep the TN the same. Essentially, it's the same thing, but just changes the location where the math is done when implementing modifiers.</p><p></p><p>I see a lot of great gems borrowed from a number of different systems. Edges remind me of talents, class abilities and feats from D20, and some are even named similarly. There are some combat maneuvers that remind me of HERO System, such as the "gang up" rules. The "Extras" rules remind me of "mooks" from Grim Tales and Spycraft.</p><p></p><p>The game has an action point mechanic, which are called "bennies" in the system. A bennie can be spent for two things: rerolling an action resolution, and attempting to soak damage. When rerolling, you get to keep the best result. If you don't like your reroll, you can spend another bennie and try again.</p><p></p><p>On the surface, attacks and damage are handled similarly to the Storyteller System. You roll for your attack. If you succeed, you roll the damage dice (which explode, but cannot be rerolled with a bennie, without a specific Edge anyway). If your damage roll is high enough, you inflict damage. "Extras" go down with only one wound. Wild Cards, whether PCs or NPCS, have three wound levels before they are incapacitated. You can spend a bennie when you are wounded to try and soak the damage. To do so, you roll your Vigor, and each success removes a wound you just took.</p><p></p><p>There is an adjustment in thinking to go from D20 to the Savage Worlds damage paradigm, but I think it should be easy to get used to within two or three sessions.</p><p></p><p>Initiative is not a skill or stat check like it is in D20. Instead, you deal out cards from a deck, and high card goes first. You keep the jokers in, and getting a joker gives you some special bonuses.</p><p></p><p>Roleplaying doesn't really change. The system gives you a task resolution mechanic, for when that becomes necessary, but I haven't found RP to change because the task resolution mechanic changed. Now, characters do have flaws (called Hinderances), so there's a bit more to help guide characters towards RPing their character. Also, there are some interesting non-fighting options for the non-combat character to use in combat, as well as a number of other mechanics that encourage diversity and creativity in combat, rather than the ol' "I swing, I hit, I do some damage" routine that D20 can become.</p><p></p><p>NPC creation is easy. The rules simply say that you give the NPC the die type you think they need for a particular skill or ability and that's pretty much it. The baseline tends to be d6, and incompetent people have d4s instead. The stat block for Savage Worlds fits on an index card, and take up maybe six to ten lines. There are guidelines for free download on the Pinnacle site for converting D20 monsters and NPCs to Savage Worlds, if you want a more specific translation in feeling.</p><p></p><p>PC creation can be done in 10-15 minutes, and likely faster when you get used to the system. The process is easy: 1) get a concept, 2) spend five points to buy your stats, 3) spend fifteen points to buy your skills, 4) choose your Hindrances and Edges, 5) pick your basic gear, 6) calculate three derived stats, and 6) choose a name for your character. Really, that's about it.</p><p></p><p>Magic requires that you choose an Arcane Background edge, which allows you access to a list of generic powers and a pool of power points. Power points return at a rate of 1/hour (although some edges give you points back much more quickly.) The powers provide the game mechanics for how they interact with the system, but you get to choose the "trappings", or special effects, when you choose your powers. For example, you can use the Bolt power to represent magic missile, acid arrow, force bolt, any of the elemental orb spells, and similar ranged attacks against a single target. The system is versatile and lends itself to creative presentation.</p><p></p><p>My goodness, I think I'm about typed out for the moment. Please let me know if this helps, or if you have any other questions.</p><p></p><p>Really, I'm just scratching the surface here. If you want to check it out yourself, please go to the Pinnacle website and download the Test Drive rules, which are kinda like the Basic Game for Savage Worlds, and it's free.</p><p></p><p>With Regards,</p><p>Flynn</p></blockquote><p></p>
[QUOTE="Flynn, post: 3891045, member: 1836"] The base mechanic for task resolution is very similar to a streamlined Deadlands or a variant D6 System or even Earthdawn. All attributes are different die types, from d4 to d12, and skills are rated in the same manner. The skill list is limited, somewhat like Star Wars Saga Edition. You roll the die type, and aim for your target number (TN). With the exception of melee combat, the target number for any check is 4. (For melee, it's a derived score called Parry, which can range from 4-8 and higher in very rare cases). If you roll max on a die, the die explodes, so you roll it again and add the total to the original roll. This continues until the die no longer explodes. This is called "Acing" the roll in Savage Worlds parlance. For every four points by which you exceed your target number, you get a raise, which usually translates to critical success benefits. As a PC, you are considered a Wild Card. Wild Cards get an extra die, a d6, to roll with any action resolution, so you have two chances to hit your target. Each die is considered separately. In D20, you tend to change the DC (or as Savage Worlds calls it, the TN) and generally keep your modifiers the same. In Savage Worlds, you modify the die roll and keep the TN the same. Essentially, it's the same thing, but just changes the location where the math is done when implementing modifiers. I see a lot of great gems borrowed from a number of different systems. Edges remind me of talents, class abilities and feats from D20, and some are even named similarly. There are some combat maneuvers that remind me of HERO System, such as the "gang up" rules. The "Extras" rules remind me of "mooks" from Grim Tales and Spycraft. The game has an action point mechanic, which are called "bennies" in the system. A bennie can be spent for two things: rerolling an action resolution, and attempting to soak damage. When rerolling, you get to keep the best result. If you don't like your reroll, you can spend another bennie and try again. On the surface, attacks and damage are handled similarly to the Storyteller System. You roll for your attack. If you succeed, you roll the damage dice (which explode, but cannot be rerolled with a bennie, without a specific Edge anyway). If your damage roll is high enough, you inflict damage. "Extras" go down with only one wound. Wild Cards, whether PCs or NPCS, have three wound levels before they are incapacitated. You can spend a bennie when you are wounded to try and soak the damage. To do so, you roll your Vigor, and each success removes a wound you just took. There is an adjustment in thinking to go from D20 to the Savage Worlds damage paradigm, but I think it should be easy to get used to within two or three sessions. Initiative is not a skill or stat check like it is in D20. Instead, you deal out cards from a deck, and high card goes first. You keep the jokers in, and getting a joker gives you some special bonuses. Roleplaying doesn't really change. The system gives you a task resolution mechanic, for when that becomes necessary, but I haven't found RP to change because the task resolution mechanic changed. Now, characters do have flaws (called Hinderances), so there's a bit more to help guide characters towards RPing their character. Also, there are some interesting non-fighting options for the non-combat character to use in combat, as well as a number of other mechanics that encourage diversity and creativity in combat, rather than the ol' "I swing, I hit, I do some damage" routine that D20 can become. NPC creation is easy. The rules simply say that you give the NPC the die type you think they need for a particular skill or ability and that's pretty much it. The baseline tends to be d6, and incompetent people have d4s instead. The stat block for Savage Worlds fits on an index card, and take up maybe six to ten lines. There are guidelines for free download on the Pinnacle site for converting D20 monsters and NPCs to Savage Worlds, if you want a more specific translation in feeling. PC creation can be done in 10-15 minutes, and likely faster when you get used to the system. The process is easy: 1) get a concept, 2) spend five points to buy your stats, 3) spend fifteen points to buy your skills, 4) choose your Hindrances and Edges, 5) pick your basic gear, 6) calculate three derived stats, and 6) choose a name for your character. Really, that's about it. Magic requires that you choose an Arcane Background edge, which allows you access to a list of generic powers and a pool of power points. Power points return at a rate of 1/hour (although some edges give you points back much more quickly.) The powers provide the game mechanics for how they interact with the system, but you get to choose the "trappings", or special effects, when you choose your powers. For example, you can use the Bolt power to represent magic missile, acid arrow, force bolt, any of the elemental orb spells, and similar ranged attacks against a single target. The system is versatile and lends itself to creative presentation. My goodness, I think I'm about typed out for the moment. Please let me know if this helps, or if you have any other questions. Really, I'm just scratching the surface here. If you want to check it out yourself, please go to the Pinnacle website and download the Test Drive rules, which are kinda like the Basic Game for Savage Worlds, and it's free. With Regards, Flynn [/QUOTE]
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