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<blockquote data-quote="dbm" data-source="post: 9546419" data-attributes="member: 8014"><p>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. </p><p></p><p>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 <em>every</em> 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. </p><p></p><p>* The solution to this is to use the <em>Dangerous Quick Encounter</em> rules to replace the ‘speed bump’ combats. Use these when success is basically guaranteed and the question is more ‘at what cost?’</p></blockquote><p></p>
[QUOTE="dbm, post: 9546419, member: 8014"] 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 [I]every[/I] 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 [I]Dangerous Quick Encounter[/I] rules to replace the ‘speed bump’ combats. Use these when success is basically guaranteed and the question is more ‘at what cost?’ [/QUOTE]
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