For people who are DnD heavy, there are two major pardaigm shifts needed to make the switch from DnD:
Fluid Damage system: Similar to MnM, (but I think SW predates it), SW has a damage system where a "hero point" can erase all damage as well as damage is measured in a few "wound levels" of condition compared to hit points. Some DnDers get frustrated that they can't nickel and dime away on a monster's life.
Attack Options: In most cases what would take a couple of feats to do well in DnD is simply offered as an effective combat manuver (Bull Rush vs. needing Improved Bull Rush, Grapple vs. needing Improved Grapple etc.)
So, a lot of DnDers expect to go toe to toe with a monster and just keep swinging, expecting the Edges to add up to dramatic results. They help, but when you add on an Attack Option, then the enemy feels it and goes down much faster.
Actually, I'm one of the fellows who think the test drive rules sell the game short since it doesn't provide any of the Attack Options listed in the main book.
The key to combat in SW is to weaken the opponet into a "Shaken" condition and then pile on the hurt.
Out of combat some new ideas for DnD guys are:
Fewer spells: The idea in SW worlds is that the only difference between magic missle and a fire ball is the special effect and how many power points you invested for damage. So like 10 direct damage spells in DnD are actually represented by two powers, Bolt and Blast.
Edges, not classes: In SW, you can easily use Edges to build something resembling (again in broad strokes), a class idea. The most fun I have as a SW GM is when someone who complained that SW was "too restrictive" for character options at 1st level is now bewildered with how many choices in Edges they have later.
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SW may not be for everyone, but for some of us it hits a sweet spot.
Fluid Damage system: Similar to MnM, (but I think SW predates it), SW has a damage system where a "hero point" can erase all damage as well as damage is measured in a few "wound levels" of condition compared to hit points. Some DnDers get frustrated that they can't nickel and dime away on a monster's life.
Attack Options: In most cases what would take a couple of feats to do well in DnD is simply offered as an effective combat manuver (Bull Rush vs. needing Improved Bull Rush, Grapple vs. needing Improved Grapple etc.)
So, a lot of DnDers expect to go toe to toe with a monster and just keep swinging, expecting the Edges to add up to dramatic results. They help, but when you add on an Attack Option, then the enemy feels it and goes down much faster.
Actually, I'm one of the fellows who think the test drive rules sell the game short since it doesn't provide any of the Attack Options listed in the main book.
The key to combat in SW is to weaken the opponet into a "Shaken" condition and then pile on the hurt.
Out of combat some new ideas for DnD guys are:
Fewer spells: The idea in SW worlds is that the only difference between magic missle and a fire ball is the special effect and how many power points you invested for damage. So like 10 direct damage spells in DnD are actually represented by two powers, Bolt and Blast.
Edges, not classes: In SW, you can easily use Edges to build something resembling (again in broad strokes), a class idea. The most fun I have as a SW GM is when someone who complained that SW was "too restrictive" for character options at 1st level is now bewildered with how many choices in Edges they have later.
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SW may not be for everyone, but for some of us it hits a sweet spot.