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Grade the Savage Worlds System
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<blockquote data-quote="innerdude" data-source="post: 9119202" data-attributes="member: 85870"><p>Love Savage Worlds. My go-to system for over 8 years. For certain kinds of campaigns, there's nothing else I'd rather use.</p><p></p><p>The one change I would make to it would be to modify the "rising toughness impenetrability loop" to allow for some form of gradual chipping away rather than waiting for "big bang" attack+damage explosions all the time. This goes against the "Fast | Fun | Furious" ethos and the "Up | Down | Off the table" status for enemies, but it really does need to be done. </p><p></p><p>It's been 4 years or so since I've read the core rules, though, so I'm not sure how I'd do it. There really just needs to be some combination of additional condition statuses / flow that makes every combat check more meaningful. </p><p></p><p>When they introduced distracted and vulnerable as conditions in SWADE, I thought they missed an opportunity to have a tighter, interlocking mechanism between shaken, distracted, and vulnerable to make fights more strategic and less reliant on just rolling high numbers. </p><p></p><p>Frankly, I'd probably just bite the bullet and implement something along the lines of the way <em>Genesys </em>does it with separate fatigue track equal to the character's spirit+vigor, and then a "crit" table to cause wounds once the fatigue track reaches zero. Fatigue reduces = damage rolled on all attacks that don't cause a shaken condition or wound. </p><p></p><p>Slightly less fast, but much more "furious" as every attack can now impact the fight.</p></blockquote><p></p>
[QUOTE="innerdude, post: 9119202, member: 85870"] Love Savage Worlds. My go-to system for over 8 years. For certain kinds of campaigns, there's nothing else I'd rather use. The one change I would make to it would be to modify the "rising toughness impenetrability loop" to allow for some form of gradual chipping away rather than waiting for "big bang" attack+damage explosions all the time. This goes against the "Fast | Fun | Furious" ethos and the "Up | Down | Off the table" status for enemies, but it really does need to be done. It's been 4 years or so since I've read the core rules, though, so I'm not sure how I'd do it. There really just needs to be some combination of additional condition statuses / flow that makes every combat check more meaningful. When they introduced distracted and vulnerable as conditions in SWADE, I thought they missed an opportunity to have a tighter, interlocking mechanism between shaken, distracted, and vulnerable to make fights more strategic and less reliant on just rolling high numbers. Frankly, I'd probably just bite the bullet and implement something along the lines of the way [I]Genesys [/I]does it with separate fatigue track equal to the character's spirit+vigor, and then a "crit" table to cause wounds once the fatigue track reaches zero. Fatigue reduces = damage rolled on all attacks that don't cause a shaken condition or wound. Slightly less fast, but much more "furious" as every attack can now impact the fight. [/QUOTE]
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