Himbo_Jones
Explorer
That's great to hear! I'm going to do some diving in to the system this evening to get an idea for it. My main question is: do you feel that homebrew classes (like, for example, MCDM's Illrigger or Kibbles' Warden) ported into A5E need to be given a little more oomph to remain in line with the classes already included in the base A5E, or do they fit in pretty naturally?A5e is IMO quite amenable to homebrew. I have a lot of material from other versions of 5e and other editions of D&D I've converted to Level Up.
Admittedly, the resource attrition model is one of the draws of 5e for me and part of why I don't go with SWADE as often. It's also why I have swapped out my resting rules for a blend of the Gritty Realism alternative (p. 267 in the '14 DMG) and the popular "Safe Haven" ruleset to make forays out into the wilds or to a dungeon into a tactical game as well. Under this I find my players stocking up more before the adventure; buying potions, medical supplies, extra rations, etc., while also needing to figure out how to transport a lot of it (as well as the gold and stuff they get there) so they'll usually purchase (or have) a mule or two on hand.We’ve been playing a Forgotten Realms game for over a year which converted from 5e to Savage Pathfinder as our GM got a bit tired of 5e monsters in particular. It’s great fun.
One of the subtle differences between Savage Worlds and D&D in general is that D&D has a resource attrition model while SWADE does not. The practical implication of this is that D&D is designed to support a series of (usually incrementally more challenging) encounters to burn off resources so that the later fights are more dramatic and challenging, but the initial counters are really just speed bumps and resource sinks. Since SWADE doesn’t have the model built in (especially wound levels versus hit points) you don’t need a lot of small fights to make the big fights interesting. The impact of this is that every fight can be an interesting one in SWADE (and conversely, running too many small fights using the full combat system will result in random character death at some point due to the exploding dice*). We tend to prefer games where there are a smaller number of significant battles, but if you want to run games with lots of combats chained together like a classic dungeon delve this can be tricky. One to be aware of when choosing.
* The solution to this is to use the Dangerous Quick Encounter rules to replace the ‘speed bump’ combats. Use these when success is basically guaranteed and the question is more ‘at what cost?’
Boy, 1e has affected me greatly in how I run my games.
In any case, I will still give Savage Pathfinder a look because it may still scratch an itch for me without the necessity for resource attrition.