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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2675985" data-attributes="member: 12332"><p>I'm fond of Savage Worlds, and I really liked the games I played with it, but in the end, I didn't really find it was BETTER than anything. Where it simplified some things, it added uneccessary complexity in others. Basically ... it was a role playing game. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> None of them are perfect, some are great for a certain personality or so.</p><p></p><p>One thing I did pull from SW that I found to be a timesaver was dealing initiative from a deck of cards. I converted it up a little for use in my d20 games. </p><p></p><p>I figure I, myself, use GT over IH or Conan because I HAVE GT. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I also have d20 Modern, and I have D&D, and they're all pretty much close enough together I can interweave them without any problems to do just about anything. </p><p></p><p>I think, having looked at IH and played GT, there's a little less complexity factor there in the GMing side of things, if you're used to playing d20 systems.</p><p></p><p>Currently, for ease of GMing, I'm enjoying Spycraft 2.0's system ... basically they said: "Why should we build disposable NPCs using the same rules as PCs?" The NPCs are built on sliding scales of averaged scores (skills, attacks, defense, etc) that go up or down depending on the appropriate CR or "Threat Level" ... so a "Hit Man" can quickly be built at any, um, "Threat Level" you need. </p><p></p><p>I've never felt that NPCs need to have the same rules as PCs, just a methodology for maintaining an appropriate challenge. You can do that by building NPCs like characters ... or by bundling abilities and scores together into mathematically appropriate packages.</p><p></p><p>I likes it. I likes it alot. </p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2675985, member: 12332"] I'm fond of Savage Worlds, and I really liked the games I played with it, but in the end, I didn't really find it was BETTER than anything. Where it simplified some things, it added uneccessary complexity in others. Basically ... it was a role playing game. :) None of them are perfect, some are great for a certain personality or so. One thing I did pull from SW that I found to be a timesaver was dealing initiative from a deck of cards. I converted it up a little for use in my d20 games. I figure I, myself, use GT over IH or Conan because I HAVE GT. :) I also have d20 Modern, and I have D&D, and they're all pretty much close enough together I can interweave them without any problems to do just about anything. I think, having looked at IH and played GT, there's a little less complexity factor there in the GMing side of things, if you're used to playing d20 systems. Currently, for ease of GMing, I'm enjoying Spycraft 2.0's system ... basically they said: "Why should we build disposable NPCs using the same rules as PCs?" The NPCs are built on sliding scales of averaged scores (skills, attacks, defense, etc) that go up or down depending on the appropriate CR or "Threat Level" ... so a "Hit Man" can quickly be built at any, um, "Threat Level" you need. I've never felt that NPCs need to have the same rules as PCs, just a methodology for maintaining an appropriate challenge. You can do that by building NPCs like characters ... or by bundling abilities and scores together into mathematically appropriate packages. I likes it. I likes it alot. --fje [/QUOTE]
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