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<blockquote data-quote="innerdude" data-source="post: 6213193" data-attributes="member: 85870"><p>Honestly, I wish I could give you some advice on the wound mechanic, but it's really one of those things that you either "get," and use the system as it's intended, or you don't, and you find it's just not for you. If you're concerned about it early in your "trial run," follow @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=26651" target="_blank">amerigoV</a></u></strong></em> 's advice, and limit the amount of soaking you allow enemies to do. Also, give the players an extra benny to start with for the first 2-3 sessions until they get used to the shaken/wounded/soak paradigm. </p><p></p><p>For me, I find the actual damage / wound mechanics to be simple and effective; it's the way Savage handles healing that I've disliked (and thus house ruled). If you're used to 4e's "Yeah, spend a healing surge, and keep moving," Savage World's rules as written might feel overly harsh. And in some ways that's kind of the point.</p><p></p><p>At first I recommend you play the healing rules as written, then decide to tweak as necessary. Even something as simple as ignoring the RAW's "lack of equipment" penalties for heal checks can make life easier on PCs. Be careful with this though; early on I played somewhat fast and loose with the healing checks, and in-game it often felt like my players were performing the equivalent of arthroscopic surgery with sticks, a strip of leather, and spit. </p><p></p><p>One house rule I added, that I think is pretty solid, is I made it so that if a PC takes a third wound, it can only be healed with a raise on a heal check. Wounds 1 and 2 only require a standard success. To me this simulates the process of getting seriously hurt and suffering the consequences, while also increasing the value in having access to people with real healing skill. </p><p></p><p>As far as being worried about initiative, DON'T BE. Savage World's initiative system is one of the ABSOLUTE best parts of the system. The tension in battle of wondering if you or your foe is going to get the next swing in is fantastic. Once you try it, D&D's boring old "roll a d20 and add your initiative bonus" just flat out sucks. If your players are worried about it, have them investigate the initiative-based edges. Oh, and one more thing---I've discovered that I like Savage Worlds better with THREE jokers in the deck, rather than the standard TWO. Players get more excited for it, and it adds value to the edges that activate when a player receives a joker.</p></blockquote><p></p>
[QUOTE="innerdude, post: 6213193, member: 85870"] Honestly, I wish I could give you some advice on the wound mechanic, but it's really one of those things that you either "get," and use the system as it's intended, or you don't, and you find it's just not for you. If you're concerned about it early in your "trial run," follow @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=26651"]amerigoV[/URL][/U][/B][/I] 's advice, and limit the amount of soaking you allow enemies to do. Also, give the players an extra benny to start with for the first 2-3 sessions until they get used to the shaken/wounded/soak paradigm. For me, I find the actual damage / wound mechanics to be simple and effective; it's the way Savage handles healing that I've disliked (and thus house ruled). If you're used to 4e's "Yeah, spend a healing surge, and keep moving," Savage World's rules as written might feel overly harsh. And in some ways that's kind of the point. At first I recommend you play the healing rules as written, then decide to tweak as necessary. Even something as simple as ignoring the RAW's "lack of equipment" penalties for heal checks can make life easier on PCs. Be careful with this though; early on I played somewhat fast and loose with the healing checks, and in-game it often felt like my players were performing the equivalent of arthroscopic surgery with sticks, a strip of leather, and spit. One house rule I added, that I think is pretty solid, is I made it so that if a PC takes a third wound, it can only be healed with a raise on a heal check. Wounds 1 and 2 only require a standard success. To me this simulates the process of getting seriously hurt and suffering the consequences, while also increasing the value in having access to people with real healing skill. As far as being worried about initiative, DON'T BE. Savage World's initiative system is one of the ABSOLUTE best parts of the system. The tension in battle of wondering if you or your foe is going to get the next swing in is fantastic. Once you try it, D&D's boring old "roll a d20 and add your initiative bonus" just flat out sucks. If your players are worried about it, have them investigate the initiative-based edges. Oh, and one more thing---I've discovered that I like Savage Worlds better with THREE jokers in the deck, rather than the standard TWO. Players get more excited for it, and it adds value to the edges that activate when a player receives a joker. [/QUOTE]
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