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General Tabletop Discussion
*TTRPGs General
An Appreciation of Savage Rifts
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<blockquote data-quote="Azuresun" data-source="post: 8038427" data-attributes="member: 7022312"><p>I think the only reason the higher values break down is the open-ended damage dice in Savage Worlds. The "chain of 6's on a damage roll, someone randomly explodes" problem is there at the default power level, but it's less noticeable because of the lower numbers. Once Toughness + Armour gets into the thirties but the threshold of "roll 12 over that to kill them" remains unchanged, those damage spikes mean combat between big things with big weapons can go from "slap fight" to "instant death" with little warning. oRifts had the exact opposite problem. Hit points (MDC) outstripped damage very quickly unless you were bringing heavy railguns to every fight and damage capacity had some <strong>serious</strong> inflation over the lifespan of the line, so a lot of combat could just be boringly scraping away damage points a little at a time, round after round.</p><p></p><p>I think one advantage SR has is that combat is considerably quicker, so if you play a character who stays out of combat and lets the cyborgs or giant robots do the heavy lifting, then you're not sitting out hours at a time--and Savage Worlds is much better at giving characters ways to contribute in combat other than damage.</p></blockquote><p></p>
[QUOTE="Azuresun, post: 8038427, member: 7022312"] I think the only reason the higher values break down is the open-ended damage dice in Savage Worlds. The "chain of 6's on a damage roll, someone randomly explodes" problem is there at the default power level, but it's less noticeable because of the lower numbers. Once Toughness + Armour gets into the thirties but the threshold of "roll 12 over that to kill them" remains unchanged, those damage spikes mean combat between big things with big weapons can go from "slap fight" to "instant death" with little warning. oRifts had the exact opposite problem. Hit points (MDC) outstripped damage very quickly unless you were bringing heavy railguns to every fight and damage capacity had some [B]serious[/B] inflation over the lifespan of the line, so a lot of combat could just be boringly scraping away damage points a little at a time, round after round. I think one advantage SR has is that combat is considerably quicker, so if you play a character who stays out of combat and lets the cyborgs or giant robots do the heavy lifting, then you're not sitting out hours at a time--and Savage Worlds is much better at giving characters ways to contribute in combat other than damage. [/QUOTE]
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An Appreciation of Savage Rifts
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