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How do you like (or don't like) the Savage Worlds rpg?
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<blockquote data-quote="Retreater" data-source="post: 8402826" data-attributes="member: 42040"><p>I have nearly all the books available for the current edition. That said, I don't care for the system (which makes me wonder why I'm buying all their books - haha).</p><p></p><p>Here's what didn't connect with me, YMMV:</p><p>1) It's not especially fast (despite being called "fast, furious, fun")</p><p>2) It has that whole business of "I hit, but let me see if I actually hit" and "let's see if I actually damaged" (so multiple die rolls to handle combat actions)</p><p>3) So you have to subtract Toughness and Armor from every damage roll, then account for the weapon's Armor Piercing rating, then divide that number by four to see how many wounds are produced. Then the opponent can attempt to roll to avoid some of that damage. And reroll by spending metacurrency. </p><p>4) If you have a setting book (like Rifts, Deadlands, etc) you are going to be flipping between the setting book, the core rules, and likely other books (equipment, etc) to run your character - you never have everything all in one place.</p><p>5) Your characters have a ton of edges and hindrances (think as positive feats and negative feats) to keep up with. They are also scattered over all the books if you are not playing vanilla Savage Worlds (which you won't be)</p><p>6) Dealing initiative cards each round slows down the game</p><p>7) Works best with miniatures - so if you're a theatre of the mind player it kind of suffers</p><p>8) Do you like disassociated mechanics? How about die rolls for most things, but pulling cards from a deck to determine other things (initiative, skill challenges, chase mechanics, etc.)</p><p>9) Vehicle combat makes absolutely no sense to me - they don't have HP (wounds)</p><p>10) Healing is weird to me. There's not like a standard rate</p><p>11) Because of exploding dice, it's one of the swingiest games I've ever played. It's ill-suited to a lasting campaign. I have had novice characters die at the hands of minion grunts and then one-shot power demons. It's nearly impossible to plan. </p><p></p><p>Even though I've purchased a lot of the books, mostly in hope that "one day this will make sense to me," I can't whole-heartedly recommend the system. I've tried running for different groups in different Savage settings. None of it ever felt like it lived up to the promises of the system. Combats dragged on. There was so much math!</p></blockquote><p></p>
[QUOTE="Retreater, post: 8402826, member: 42040"] I have nearly all the books available for the current edition. That said, I don't care for the system (which makes me wonder why I'm buying all their books - haha). Here's what didn't connect with me, YMMV: 1) It's not especially fast (despite being called "fast, furious, fun") 2) It has that whole business of "I hit, but let me see if I actually hit" and "let's see if I actually damaged" (so multiple die rolls to handle combat actions) 3) So you have to subtract Toughness and Armor from every damage roll, then account for the weapon's Armor Piercing rating, then divide that number by four to see how many wounds are produced. Then the opponent can attempt to roll to avoid some of that damage. And reroll by spending metacurrency. 4) If you have a setting book (like Rifts, Deadlands, etc) you are going to be flipping between the setting book, the core rules, and likely other books (equipment, etc) to run your character - you never have everything all in one place. 5) Your characters have a ton of edges and hindrances (think as positive feats and negative feats) to keep up with. They are also scattered over all the books if you are not playing vanilla Savage Worlds (which you won't be) 6) Dealing initiative cards each round slows down the game 7) Works best with miniatures - so if you're a theatre of the mind player it kind of suffers 8) Do you like disassociated mechanics? How about die rolls for most things, but pulling cards from a deck to determine other things (initiative, skill challenges, chase mechanics, etc.) 9) Vehicle combat makes absolutely no sense to me - they don't have HP (wounds) 10) Healing is weird to me. There's not like a standard rate 11) Because of exploding dice, it's one of the swingiest games I've ever played. It's ill-suited to a lasting campaign. I have had novice characters die at the hands of minion grunts and then one-shot power demons. It's nearly impossible to plan. Even though I've purchased a lot of the books, mostly in hope that "one day this will make sense to me," I can't whole-heartedly recommend the system. I've tried running for different groups in different Savage settings. None of it ever felt like it lived up to the promises of the system. Combats dragged on. There was so much math! [/QUOTE]
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