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Savage Worlds vs DnD 5e
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<blockquote data-quote="aramis erak" data-source="post: 9296796" data-attributes="member: 6779310"><p>From my point of view...</p><p>D&D tends to be miss heavy, with cumulation of damage having no effect until it drops you.</p><p>Savage Worlds, you hit more often, but it's often not doing actual damage; with only 3 HP for heroes and big bads, and 1 for everyone else, it's rocket tag; first one to penetrate the defenses wins. Players can mow lots of mooks with impunity; competent big bads can kill PCs without warning, thanks to the "exploding" dice.</p><p></p><p>Both have a level based progression of characters, but there are no Classes in Savage Worlds. And SW characters get to pick what each improvement, whereas D&D advancement is strongly tied to class.</p><p></p><p>Savage Worlds skill list is a touch broader, and it has advantages and disadvantages, as well, making for a wider range of initial concept matching than D&D.</p><p></p><p>One thing that's different from current trends in D&D: species affects attributes strongly.</p><p></p><p>The Card based initiative is fast, simple, and because of not revealing until your initiative, can result in surprises in play.</p><p></p><p>The card based encounter rules are straightforward...</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9296796, member: 6779310"] From my point of view... D&D tends to be miss heavy, with cumulation of damage having no effect until it drops you. Savage Worlds, you hit more often, but it's often not doing actual damage; with only 3 HP for heroes and big bads, and 1 for everyone else, it's rocket tag; first one to penetrate the defenses wins. Players can mow lots of mooks with impunity; competent big bads can kill PCs without warning, thanks to the "exploding" dice. Both have a level based progression of characters, but there are no Classes in Savage Worlds. And SW characters get to pick what each improvement, whereas D&D advancement is strongly tied to class. Savage Worlds skill list is a touch broader, and it has advantages and disadvantages, as well, making for a wider range of initial concept matching than D&D. One thing that's different from current trends in D&D: species affects attributes strongly. The Card based initiative is fast, simple, and because of not revealing until your initiative, can result in surprises in play. The card based encounter rules are straightforward... [/QUOTE]
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