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<blockquote data-quote="Greg K" data-source="post: 6212846" data-attributes="member: 5038"><p>Character advancement is really about edges and skills (skill ratings, while giving an increased chance of success and reducing the chance of critical failure, open up edges). That is what defines the character. Being untrained in a skill applies a -2 to the skill die roll and the wild die roll.</p><p></p><p>As I mentioned above, Incapacitation and Wounds are one of those things you are going to want play with depending upon your campaign. In the Setting Rules section, they give you two examples. The Crime City sample (p152 of the pdf) gives you an example of using the gritty rules variant from Chapter 4 of the book.</p><p>The link I gave to Clint Black's dials is a good resource for playing with lethality and I wish the Deluxe edition had included all of them.</p><p></p><p></p><p></p><p>Well there are the Core Book, Companions, and Setting Books.</p><p></p><p>Companions are official rules that help you tailor the game to the genre. They provide new edges, hindrances, powers, equipment and monsters that are genre appropriate . They may change edge prerequisites and provide alternate ways to handle magic.</p><p>Companions also advice on creating and running a genre based campaign. For example, the Horror Companion, discusses Dark Horror, Horror in Fantasy, Horror in Science Fiction, and thinking of the Time Period. The book also makes reference to splatter punk, horror vs. gore, and tips for creating atmosphere..</p><p></p><p>Think of the Companions from PEG like GURPS or d20Modern genre sourcebooks. We are not giving you a setting but the tools to create your own setting (those little d20M capsule campaign examples aside)</p><p></p><p>Setting Books are, well...settings (usually). You get a setting based around either a particular genre or a combining of genres (which PEG loves to do). Sometimes you get an older rpg (e.g. Earthdawn or Space:1889) coverted to Savage Worlds</p><p> Setting books include setting rules that tailor the rules for the setting. In some instances this includes Incapacitation and Wounds. There are usually, new edges, hindrances, new powers, changes to power (e.g. in Shaintar, Boost/Lower trait are broken down into two spells Boost Trait and Lower Trait ) and other rules for that setting. </p><p>You can take the new material and use them in your own campaign, but do it with caution. Rules for one setting are not meant to, necessarily, be compatible in another setting (Think of d20 and many people, mistakenly thought products like Rokugan and Swashbuckling Adventures were meant to be directly usable with Third Edition, because they used the d20 Logo and required the PHB. The d20 logo and use of the PHB was required by the license to use character generation, character advancement rules, as well as saving space by not repeating many of the basic mechanics).</p><p></p><p>Then you get a product like Adamant's Thrilling Tales 2.0 which is more like an indepth overview/genre sourcebook. It discusses how Pulp is not truly a single genre and then goes out to cover the various things that fall under traditional Pulp heading including Ace Reporters, Daring Pilots, Nobel Savages, etc. in terms of Savage Worlds with archetypes, new edges, hindrances, etc.</p><p></p><p></p><p>Hope that helps</p></blockquote><p></p>
[QUOTE="Greg K, post: 6212846, member: 5038"] Character advancement is really about edges and skills (skill ratings, while giving an increased chance of success and reducing the chance of critical failure, open up edges). That is what defines the character. Being untrained in a skill applies a -2 to the skill die roll and the wild die roll. As I mentioned above, Incapacitation and Wounds are one of those things you are going to want play with depending upon your campaign. In the Setting Rules section, they give you two examples. The Crime City sample (p152 of the pdf) gives you an example of using the gritty rules variant from Chapter 4 of the book. The link I gave to Clint Black's dials is a good resource for playing with lethality and I wish the Deluxe edition had included all of them. Well there are the Core Book, Companions, and Setting Books. Companions are official rules that help you tailor the game to the genre. They provide new edges, hindrances, powers, equipment and monsters that are genre appropriate . They may change edge prerequisites and provide alternate ways to handle magic. Companions also advice on creating and running a genre based campaign. For example, the Horror Companion, discusses Dark Horror, Horror in Fantasy, Horror in Science Fiction, and thinking of the Time Period. The book also makes reference to splatter punk, horror vs. gore, and tips for creating atmosphere.. Think of the Companions from PEG like GURPS or d20Modern genre sourcebooks. We are not giving you a setting but the tools to create your own setting (those little d20M capsule campaign examples aside) Setting Books are, well...settings (usually). You get a setting based around either a particular genre or a combining of genres (which PEG loves to do). Sometimes you get an older rpg (e.g. Earthdawn or Space:1889) coverted to Savage Worlds Setting books include setting rules that tailor the rules for the setting. In some instances this includes Incapacitation and Wounds. There are usually, new edges, hindrances, new powers, changes to power (e.g. in Shaintar, Boost/Lower trait are broken down into two spells Boost Trait and Lower Trait ) and other rules for that setting. You can take the new material and use them in your own campaign, but do it with caution. Rules for one setting are not meant to, necessarily, be compatible in another setting (Think of d20 and many people, mistakenly thought products like Rokugan and Swashbuckling Adventures were meant to be directly usable with Third Edition, because they used the d20 Logo and required the PHB. The d20 logo and use of the PHB was required by the license to use character generation, character advancement rules, as well as saving space by not repeating many of the basic mechanics). Then you get a product like Adamant's Thrilling Tales 2.0 which is more like an indepth overview/genre sourcebook. It discusses how Pulp is not truly a single genre and then goes out to cover the various things that fall under traditional Pulp heading including Ace Reporters, Daring Pilots, Nobel Savages, etc. in terms of Savage Worlds with archetypes, new edges, hindrances, etc. Hope that helps [/QUOTE]
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