Last night my group of 4E'ers gave Savage Worlds a try. There has been so much great stuff said about it here, that we had too.
We downloaded the v6 quickstart rules, The Eye of Kilquato adventure, and the pregen Characters.
We started well enough with some great RP both in the adventure and between the characters themselves. The players did a great job of trying to embrace things like the Stubborn Hindrance that so many of them have. We were having a great time.
Then we ran into a problem, that I've seen mentioned before, combat was boring and one-dimensional. Particularly the battle at the end with the Crocodile Warriors, Shaman, and left over Nazis. I shoot, I miss or don't damage them because their toughness is too high. We ran through this for an hour or so before Kator died and the rest of the party managed to kill all the enemies. They did have the Combat Survival Sheet but failed to use it. Given that the test drive rules don't cover taunt and intimidate, those skills weren't really used.
I know for certain, once combat got going, we fell right into the D&D 4E mode of just hammer them till they die. What did we do wrong?
We all agreed SW has a lot of nice things and so many great settings we want to try, but if combat is like this, it will be an impossible sell.
So what did we do wrong in combat, or how can we make combat better?
We downloaded the v6 quickstart rules, The Eye of Kilquato adventure, and the pregen Characters.
We started well enough with some great RP both in the adventure and between the characters themselves. The players did a great job of trying to embrace things like the Stubborn Hindrance that so many of them have. We were having a great time.
Then we ran into a problem, that I've seen mentioned before, combat was boring and one-dimensional. Particularly the battle at the end with the Crocodile Warriors, Shaman, and left over Nazis. I shoot, I miss or don't damage them because their toughness is too high. We ran through this for an hour or so before Kator died and the rest of the party managed to kill all the enemies. They did have the Combat Survival Sheet but failed to use it. Given that the test drive rules don't cover taunt and intimidate, those skills weren't really used.
I know for certain, once combat got going, we fell right into the D&D 4E mode of just hammer them till they die. What did we do wrong?
We all agreed SW has a lot of nice things and so many great settings we want to try, but if combat is like this, it will be an impossible sell.
So what did we do wrong in combat, or how can we make combat better?