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<blockquote data-quote="innerdude" data-source="post: 6817129" data-attributes="member: 85870"><p>Savage Worlds is a fantastic medium-crunch system that is not tied to a setting. It's classless and skill based, allowing players to create whatever kind of character you want. </p><p></p><p>If you've never played it before, characters' abilities aren't represented by numbers, they're represented by the size of die --- a lower-skilled player rolls a d4, slightly more skilled player rolls a d6, etc, up to a d12. </p><p></p><p>You'll roll the die representing your skill, plus an additional d6 for all rolls, but instead of adding them together, you take the highest result on either die. It also uses an "exploding" dice mechanic, where any time you roll the highest number on a die you roll it again and keep going.</p><p></p><p>It tends to run "pulpy" in its playstyle, but it's easy to make simple tweaks to adjust how it plays. I've been running Savage Worlds almost exclusively for about 5 years now since leaving 3e/Pathfinder behind, and haven't looked back. To me it plays very similarly to my old BECMI games I used to play as a teenager, but with a vastly more flexible, easy-to-run, consistent set of rules. If you're looking for something more "story" based, or whatever, something like Fate or the aforementioned Dogs in the Vineyard, Savage Worlds isn't it; it's very much a "traditional" RPG, with a focus on combat action and adventure, but it's the best representation of that style of gameplay I've found. It plays fast, is a breeze to GM. As a result, it allows all of us the ability to improvise and free-form, while still letting the GM bring in the elements of the world that they're interested in, and meshing it all together. </p><p></p><p>There's a small but very loyal contingent of players/GMs on the boards here if you're interested in hearing more.</p></blockquote><p></p>
[QUOTE="innerdude, post: 6817129, member: 85870"] Savage Worlds is a fantastic medium-crunch system that is not tied to a setting. It's classless and skill based, allowing players to create whatever kind of character you want. If you've never played it before, characters' abilities aren't represented by numbers, they're represented by the size of die --- a lower-skilled player rolls a d4, slightly more skilled player rolls a d6, etc, up to a d12. You'll roll the die representing your skill, plus an additional d6 for all rolls, but instead of adding them together, you take the highest result on either die. It also uses an "exploding" dice mechanic, where any time you roll the highest number on a die you roll it again and keep going. It tends to run "pulpy" in its playstyle, but it's easy to make simple tweaks to adjust how it plays. I've been running Savage Worlds almost exclusively for about 5 years now since leaving 3e/Pathfinder behind, and haven't looked back. To me it plays very similarly to my old BECMI games I used to play as a teenager, but with a vastly more flexible, easy-to-run, consistent set of rules. If you're looking for something more "story" based, or whatever, something like Fate or the aforementioned Dogs in the Vineyard, Savage Worlds isn't it; it's very much a "traditional" RPG, with a focus on combat action and adventure, but it's the best representation of that style of gameplay I've found. It plays fast, is a breeze to GM. As a result, it allows all of us the ability to improvise and free-form, while still letting the GM bring in the elements of the world that they're interested in, and meshing it all together. There's a small but very loyal contingent of players/GMs on the boards here if you're interested in hearing more. [/QUOTE]
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