Connorsrpg
Adventurer
I love Savage Worlds. The books are great to read, the rules so adaptable, and it lives up to its epithet of Fast! Furious! Fun!
But, like any system there are parts I would do differently and I have modified to suit my tastes.
One area I have always had trouble with SW is the Attributes & Skills. I have a few issues.
1. Some of the names just don't suit and some classic Fantasy actions seem to be missing. Remove Traps, Sleight of Hand, etc. Some say Use Lockpicking or Repair, but that doesn't sound right to me.
2. The relationship between Skills and Attributes is odd. There is no real correlation, other than limiting advancement to double cost for raising a skill above its linked attribute.
3. If you don't have the skill you really suck...EVEN for non-specialist-type skills (like Climb) and EVEN if your linked Attribute is outstanding. So for a skill linked to Strength, such as Climb again. You roll 1d4-2 if you haven't invested in Climb even if you are a superb athlete (high Strength and Agility) and on the flipside and really bad athlete can be great at it. I am okay with specialised training, etc. but why have the lonk then.
In fact, I removed the link between Attributes and Skills altogether. Inspired by A Song of Ice and Fire RPG, I developed a large list of general abilities. (There are 25 in all). (I will inc them in a separate post - or you can view them here: http://connorscampaigns.wikidot.com/sw-sif-abilities-specialties
An example ability is Athletics. This covers a broad area and therefore there are several 'specialties' associated with it. In this case: Climb, Jump, Run, Strength, Throw.
Mechanically, I have aligned the Wild Die up with the specialties. So you only gain Wild Dice with Specialties you have invested in. Like Abilities, we have allowed the Wild Die to improve (it starts at d4).
So far playtesting has gone well. The many sample Extras I have done have come across very well. Our system removes some of those fiddly bits about what is the difference b/w Skill Points, Attribute points, what you can do with Hindrance points and raises. (it also means you can start with Edges easily - which help to define our PCs a little more - being DnD players )
For a better overall look at the system, please have a peak at my website, or just ask Q's below. I can attach sample Extras, PCs etc if people are interested. There is a page explaining the changes and house rules we use, another for some races, and the Abilities and Specialties page (linked above).
In all, this doesn't change the core system of SW, just how the PCs invest in it. The numbers haven't changed. So, I guess, like 13th Age is a 'love letter to DnD', this is my love letter to Savage Worlds. IF you play, I would love for you to check things out.
But, like any system there are parts I would do differently and I have modified to suit my tastes.
One area I have always had trouble with SW is the Attributes & Skills. I have a few issues.
1. Some of the names just don't suit and some classic Fantasy actions seem to be missing. Remove Traps, Sleight of Hand, etc. Some say Use Lockpicking or Repair, but that doesn't sound right to me.
2. The relationship between Skills and Attributes is odd. There is no real correlation, other than limiting advancement to double cost for raising a skill above its linked attribute.
3. If you don't have the skill you really suck...EVEN for non-specialist-type skills (like Climb) and EVEN if your linked Attribute is outstanding. So for a skill linked to Strength, such as Climb again. You roll 1d4-2 if you haven't invested in Climb even if you are a superb athlete (high Strength and Agility) and on the flipside and really bad athlete can be great at it. I am okay with specialised training, etc. but why have the lonk then.
In fact, I removed the link between Attributes and Skills altogether. Inspired by A Song of Ice and Fire RPG, I developed a large list of general abilities. (There are 25 in all). (I will inc them in a separate post - or you can view them here: http://connorscampaigns.wikidot.com/sw-sif-abilities-specialties
An example ability is Athletics. This covers a broad area and therefore there are several 'specialties' associated with it. In this case: Climb, Jump, Run, Strength, Throw.
Mechanically, I have aligned the Wild Die up with the specialties. So you only gain Wild Dice with Specialties you have invested in. Like Abilities, we have allowed the Wild Die to improve (it starts at d4).
So far playtesting has gone well. The many sample Extras I have done have come across very well. Our system removes some of those fiddly bits about what is the difference b/w Skill Points, Attribute points, what you can do with Hindrance points and raises. (it also means you can start with Edges easily - which help to define our PCs a little more - being DnD players )
For a better overall look at the system, please have a peak at my website, or just ask Q's below. I can attach sample Extras, PCs etc if people are interested. There is a page explaining the changes and house rules we use, another for some races, and the Abilities and Specialties page (linked above).
In all, this doesn't change the core system of SW, just how the PCs invest in it. The numbers haven't changed. So, I guess, like 13th Age is a 'love letter to DnD', this is my love letter to Savage Worlds. IF you play, I would love for you to check things out.
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