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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: 5222699"><p>There is a thread on their board about it. Mostly, you take a quick look at average attack dice vs. Parry and damage vs. Toughness. It is hard to create a CR type system because it is not classed based. Someone can be mostly skills and not combat focus (they would rely on Tricks/Test of Wills to help in combat). Others are combat beasts (if you want, you can be pretty kick ass at very low "levels").</p><p></p><p>Overall, SW plays in a narrower range. 3.5 you went from bumpkin to god. SW you good from pretty good to very good. Low XP parties can take down pretty tough stuff with some good tactics. On the other hand, weak stuff can hammer you if you use bad tactics or some bad die rolls.</p><p></p><p>I find there is a wide varity of options in combat. They tend not to be boxed up as nicely as D&D has done in 3.5 and 4.0. But they are there. Ranged weapons can be deadly, which opens up a lot of tactical options. Gang up, tricks/test of wills, etc all feed into it.</p><p></p><p>Oh, one last think on balance - it really is not as important. XP is not given based on defeating critters. So, the GM can build encounters that push along the story (evil cultists, chases, etc) and have the cinematic/challenging combat with more polish at the appropriate spot.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 5222699"] There is a thread on their board about it. Mostly, you take a quick look at average attack dice vs. Parry and damage vs. Toughness. It is hard to create a CR type system because it is not classed based. Someone can be mostly skills and not combat focus (they would rely on Tricks/Test of Wills to help in combat). Others are combat beasts (if you want, you can be pretty kick ass at very low "levels"). Overall, SW plays in a narrower range. 3.5 you went from bumpkin to god. SW you good from pretty good to very good. Low XP parties can take down pretty tough stuff with some good tactics. On the other hand, weak stuff can hammer you if you use bad tactics or some bad die rolls. I find there is a wide varity of options in combat. They tend not to be boxed up as nicely as D&D has done in 3.5 and 4.0. But they are there. Ranged weapons can be deadly, which opens up a lot of tactical options. Gang up, tricks/test of wills, etc all feed into it. Oh, one last think on balance - it really is not as important. XP is not given based on defeating critters. So, the GM can build encounters that push along the story (evil cultists, chases, etc) and have the cinematic/challenging combat with more polish at the appropriate spot. [/QUOTE]
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From D&D to Savage Worlds: What am I missing?
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