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From D&D to Savage Worlds: What am I missing?
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<blockquote data-quote="amerigoV" data-source="post: 5222313"><p>I recently switched. SW works very well in D&D's place, in my opinion. What I liked:</p><p></p><ul> <li data-xf-list-type="ul"> From the player side, it still kinda feels like 3.5. Wizards feel like wizards, characters with Sweep feel like fighters with cleave. Yeah, they are different, but SW feels closer to older versions than 4.0 (not saying anything bad about 4.0, just acknowledging 4.0 plays different than older editions)</li> <li data-xf-list-type="ul"> From the GM side, it feels like 4.0 - quick to build creatures, Extras and Wilds can play like Minions -> Solos. Prep times is much improved over 3.5.</li> <li data-xf-list-type="ul"> Acing/exploding dice are just pure fun (well, until it happens to you <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=":)" />). The game has more "swing" with exploding dice and bennies to offset them. Some people love this, some people hate it</li> <li data-xf-list-type="ul"> Love the Hindraces - I have noticed an uptick in inter-party roleplay. While some of it is to play for bennies, some of it is just a different hook on the character than they may have thought up under D&D.</li> </ul><p></p><p>One of the biggest selling points for me is that the core system runs well under different genres. In the past, I did not want to do anything else - I was not interested in fussing with a new system. Now, I can jump into Deadlands or Weird War II without having to drag the group along with new rules.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 5222313"] I recently switched. SW works very well in D&D's place, in my opinion. What I liked: [list] [*] From the player side, it still kinda feels like 3.5. Wizards feel like wizards, characters with Sweep feel like fighters with cleave. Yeah, they are different, but SW feels closer to older versions than 4.0 (not saying anything bad about 4.0, just acknowledging 4.0 plays different than older editions) [*] From the GM side, it feels like 4.0 - quick to build creatures, Extras and Wilds can play like Minions -> Solos. Prep times is much improved over 3.5. [*] Acing/exploding dice are just pure fun (well, until it happens to you :)). The game has more "swing" with exploding dice and bennies to offset them. Some people love this, some people hate it [*] Love the Hindraces - I have noticed an uptick in inter-party roleplay. While some of it is to play for bennies, some of it is just a different hook on the character than they may have thought up under D&D. [/list] One of the biggest selling points for me is that the core system runs well under different genres. In the past, I did not want to do anything else - I was not interested in fussing with a new system. Now, I can jump into Deadlands or Weird War II without having to drag the group along with new rules. [/QUOTE]
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