dbm
Savage!
In the ways I described in my post? The suits have significance, there are no ’ties’ once you take suit into consideration, it’s quick to generate and easy to read on the table.In what way?
In the ways I described in my post? The suits have significance, there are no ’ties’ once you take suit into consideration, it’s quick to generate and easy to read on the table.In what way?
What I don't like about the cards is taking the time to deal every round, reshuffling the deck every time you deal a joker, then calling out the numbers like a BINGO caller every round. This is further complicated when you have people hold their action, change their cards due to Edges or spending Bennies. Plus people always need reminding about suit order. And Jokers can go anytime they want, so you're always checking on them when they want to go.In the ways I described in my post? The suits have significance, there are no ’ties’ once you take suit into consideration, it’s quick to generate and easy to read on the table.
Well, no. But is rolling d10+Reflex+Combat Sense (if a Solo) and then accounting for cyberwear really screaming Cyberpunk to anyone? The core rules of Savage Words are pretty much a carry over from Deadlands and the Great Rail Wars miniatures game. In most games, it's rolling for initiative isn't really done in a way that's evocative to the setting.I have pretty much all the same complaints as @Retreater. In addition, I also find the dealing of playing cards for initiative, regardless of setting, off-putting. Like, this is clearly a carry over from OG Deadlands but does it really fit in a cyberpunk game, say?
Not theoretical at all. From actual play across several settings with several different groups of players.For those of you saying that cards are slower than rolling, is that theoretical for you or is did you experience it in play?
My experience is dealing cards is always quicker than having players roll dice and add their modifiers.
I have the PDF and maybe one or two supplements for it. Gave them a "skim-through". Seemed like a decent enough, light system. But, because it's "lite", I'd find it hard to use for anything with "high power" needed (re: super-heroes, Rifts-like, epic space opera, etc).How do you like (or don't like) the Savage Worlds rpg? I am thinking about buying it, but I want to hear some opinions of it from you guys. Thanks in advance.
You're completely ignoring several other forms...For those of you saying that cards are slower than rolling, is that theoretical for you or is did you experience it in play?
My experience is dealing cards is always quicker than having players roll dice and add their modifiers.
I hear it, and I think amphetamines. Specifically, Bedzedrine. What Is Bendzedrine? History, Uses, Side Effects, and More.Oh, that and the word "Bennies" as a game mechanic. They are, from what I remember, a mechanic that a player can use to give his character a temporary "benefit" (hence the name 'Bennie'). Problem is, when I hear that word, for some reason, my mind immediately associates it with this picture:

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.