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General Tabletop Discussion
*Dungeons & Dragons
5e as an universal gaming engine ?
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<blockquote data-quote="amerigoV" data-source="post: 6378227"><p>Ennies Award: Best Roleplaying Game of <strong>2003 </strong>- <strong>Savage Worlds</strong></p><p></p><p>2007 must have been the release of the Explorers Edition, which only had a bit of rule clean up.</p><p></p><p>On Supers, that is an add-on that is different for the build of the characters but it did not change the core mechanics (such as damage). It ups the power on how you build the character, but once the PC is built you run them the same way you run any other PC (same skills, same types of checks, combat is the same (well, dialled up to 11, but mechanically the same). Its the only one of the Companions you really need if you want to go that route. But I have seen people use it in other settings as well (for example, I have used it for an all Jedi game of Star Wars, and I have seen someone use it as a near future Rippers (Rippertech refined to be more stable and powerful)). </p><p></p><p></p><p>Yes, all those d20 games have classes, feats, skills. But nearly all of them are different from each other just to get the system to work (vs. having some customization to add the right flavor). You have to customize them so much from the Core and each other that they are almost their own games. I have played a good number of Savage Worlds settings - they are unique in their feel but I still feel I am playing Savage Worlds. I have played Spycraft, Star Wars, and a couple of others and while they were good games they mechanically only felt the same at the most basic of level. I can look at different Savage Worlds PCs from across genres and understand them at a glance, but not the d20 variants without digging through a good number of books.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 6378227"] Ennies Award: Best Roleplaying Game of [B]2003 [/B]- [B]Savage Worlds[/B] 2007 must have been the release of the Explorers Edition, which only had a bit of rule clean up. On Supers, that is an add-on that is different for the build of the characters but it did not change the core mechanics (such as damage). It ups the power on how you build the character, but once the PC is built you run them the same way you run any other PC (same skills, same types of checks, combat is the same (well, dialled up to 11, but mechanically the same). Its the only one of the Companions you really need if you want to go that route. But I have seen people use it in other settings as well (for example, I have used it for an all Jedi game of Star Wars, and I have seen someone use it as a near future Rippers (Rippertech refined to be more stable and powerful)). Yes, all those d20 games have classes, feats, skills. But nearly all of them are different from each other just to get the system to work (vs. having some customization to add the right flavor). You have to customize them so much from the Core and each other that they are almost their own games. I have played a good number of Savage Worlds settings - they are unique in their feel but I still feel I am playing Savage Worlds. I have played Spycraft, Star Wars, and a couple of others and while they were good games they mechanically only felt the same at the most basic of level. I can look at different Savage Worlds PCs from across genres and understand them at a glance, but not the d20 variants without digging through a good number of books. [/QUOTE]
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