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First Impressions from the Savage Worlds Test-Drive
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<blockquote data-quote="amerigoV" data-source="post: 5230697"><p>I really like the book myself. I am not a Cthulu fanboy, but it certainly made me want to play the setting. I used the scenario included in the book in a pbp netgame for one player - managed to kill him without a fight. Mmmmmm.</p><p></p><p></p><p></p><p>This is the thing that sucks - every time you get a new book or read what a fan did, you want to play that!</p><p></p><p></p><p></p><p></p><p>You can have 1 or 2 main characters the camera focuses on, and the others just provide a couple of skills needed that the PCs do not have.</p><p></p><p></p><p>S/b all 3rd printing by now.</p><p></p><p></p><p></p><p>The one that gets people is if the target is a Wild and they are already shaken. Normally S + S = W (and still shaken). Normally every raise on damage is a Wound. The ugly one is if they are Shaken and you get one raise in damage over their Toughness, it is NOT 2 wounds. It is still one (ie, S + S + W <> 2W, it's S + S + W (raise) = S + W). It comes up all the time on PEG's board and there is an example in the book. I'll print a chart below that is handy, but PEGs boards can explain it better than I:</p><p></p><p>If You're Not Shaken:</p><p></p><p><strong>Damage over Toughness--> Your Final Condition</strong></p><p>0-3 difference --> Shaken</p><p>4-7 difference --> Wound+Shaken</p><p>8-11 difference --> 2 Wounds+Shaken</p><p>12-15 difference --> 3 Wounds+Shaken</p><p>etc.</p><p></p><p>If You Are Shaken:</p><p></p><p><strong>Damage over Toughness--> Your Final Condition</strong></p><p>0-7 difference --> Wound+Shaken</p><p>8-11 difference --> 2 Wounds+Shaken</p><p>12-15 difference --> 3 Wounds+Shaken</p><p>etc.</p><p></p><p></p><p></p><p>Yes, then somewhere out there is an article on Tricks. Very useful.</p><p></p><p>---</p><p></p><p></p><p></p><p>These two go together. The system really grew out of that approach. The same place you downloaded the Test Drive there is a Making of Savage Worlds. Read it - it really helps with the philosophy behind the game. So (1) it does great -> its really the sweet spot. (2) Tactics are very important. Range weapons kill in this game, even for run of the mill guys. Cover and tactics become very important as the group gains mastery of the game.</p><p></p><p></p><p></p><p></p><p>It evolves, in my opinion. Until the players get comfortable with the all the rules can handle (and start thinking outside the D&D box), the initial fun is all the exploding dice. Once players get into the Tricks/Test of Wills and the trappings, then it really get interesting.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 5230697"] I really like the book myself. I am not a Cthulu fanboy, but it certainly made me want to play the setting. I used the scenario included in the book in a pbp netgame for one player - managed to kill him without a fight. Mmmmmm. This is the thing that sucks - every time you get a new book or read what a fan did, you want to play that! You can have 1 or 2 main characters the camera focuses on, and the others just provide a couple of skills needed that the PCs do not have. S/b all 3rd printing by now. The one that gets people is if the target is a Wild and they are already shaken. Normally S + S = W (and still shaken). Normally every raise on damage is a Wound. The ugly one is if they are Shaken and you get one raise in damage over their Toughness, it is NOT 2 wounds. It is still one (ie, S + S + W <> 2W, it's S + S + W (raise) = S + W). It comes up all the time on PEG's board and there is an example in the book. I'll print a chart below that is handy, but PEGs boards can explain it better than I: If You're Not Shaken: [b]Damage over Toughness--> Your Final Condition[/b] 0-3 difference --> Shaken 4-7 difference --> Wound+Shaken 8-11 difference --> 2 Wounds+Shaken 12-15 difference --> 3 Wounds+Shaken etc. If You Are Shaken: [b]Damage over Toughness--> Your Final Condition[/b] 0-7 difference --> Wound+Shaken 8-11 difference --> 2 Wounds+Shaken 12-15 difference --> 3 Wounds+Shaken etc. Yes, then somewhere out there is an article on Tricks. Very useful. --- These two go together. The system really grew out of that approach. The same place you downloaded the Test Drive there is a Making of Savage Worlds. Read it - it really helps with the philosophy behind the game. So (1) it does great -> its really the sweet spot. (2) Tactics are very important. Range weapons kill in this game, even for run of the mill guys. Cover and tactics become very important as the group gains mastery of the game. It evolves, in my opinion. Until the players get comfortable with the all the rules can handle (and start thinking outside the D&D box), the initial fun is all the exploding dice. Once players get into the Tricks/Test of Wills and the trappings, then it really get interesting. [/QUOTE]
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