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How do you like (or don't like) the Savage Worlds rpg?
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<blockquote data-quote="Greg K" data-source="post: 8407587" data-attributes="member: 5038"><p>For those that think Savage Worlds can be too lethal, here are the Incapacitation dials Clint Black, the Savage Worlds Brand Manager, had posted on the PEG forums for the Explorer/Deluxe edition before the site update. I pulled them of the Savagepedia site since the archived threads (including my "Clint's Insight" collection stickied thread) from before the update no longer work (Note: I think these have been included the Adventurer's Edition).</p><p>(Edit: the copy that I made and printed of the original thread had <strong>Superheroic Incapacitation</strong> (see below) listed as <strong>Cartoon Incapacitation)</strong></p><ul> <li data-xf-list-type="ul"><strong>Heroic Incapacitation</strong> – Ignore Wound Modifiers on any Incapacitation roll. Hard to Kill instead provides a +2 bonus to Incapacitation rolls. Instant death is much more unlikely, but still a possibility for some concern.</li> <li data-xf-list-type="ul"><strong>Cinematic Incapacitation</strong> (version 2) – All results on the Incapacitation table are moved down one category. So a critical failure acts as a Failure, a failure acts as a Success, and a success provides the same effect as a Raise. This makes death and permanent injuries almost non-existent, and a Wild Card is either going to be knocked out or stay in the fight with a minor injury.</li> <li data-xf-list-type="ul"><strong>Harsh Incapacitation</strong> – All results on the Incapacitation table are moved up one category. Instant death now occurs on any failure. A success acts as a Failure, a raise acts as a Success, and the Raise result is either dropped or requires two raises to achieve. Aftermath for Extras works similarly where a raise is required to be alive but Incapacitated and anything lower means death. Surviving Incapacitation in this game is a rare event and those that do will often have the permanent injuries to show for it.</li> <li data-xf-list-type="ul"><strong>Superheroic Incapacitation</strong> – All damage is treated as nonlethal. It may look deadly, but no one is ever killed just knocked unconscious for a period of time. [Hard to Kill may be renamed Hard to Take Down.]</li> </ul><p>In addition, a decision may be made to apply these rules to NPC Wild Cards or not ("<strong>It's Good to Be a Hero</strong>")</p><p><em>(from Clint Black on the <a href="https://web.archive.org/web/20111022014836/http://www.peginc.com/forum/viewtopic.php?t=25190" target="_blank">Savage Worlds Forums</a>)</em></p></blockquote><p></p>
[QUOTE="Greg K, post: 8407587, member: 5038"] For those that think Savage Worlds can be too lethal, here are the Incapacitation dials Clint Black, the Savage Worlds Brand Manager, had posted on the PEG forums for the Explorer/Deluxe edition before the site update. I pulled them of the Savagepedia site since the archived threads (including my "Clint's Insight" collection stickied thread) from before the update no longer work (Note: I think these have been included the Adventurer's Edition). (Edit: the copy that I made and printed of the original thread had [B]Superheroic Incapacitation[/B] (see below) listed as [B]Cartoon Incapacitation)[/B] [LIST] [*][B]Heroic Incapacitation[/B] – Ignore Wound Modifiers on any Incapacitation roll. Hard to Kill instead provides a +2 bonus to Incapacitation rolls. Instant death is much more unlikely, but still a possibility for some concern. [*][B]Cinematic Incapacitation[/B] (version 2) – All results on the Incapacitation table are moved down one category. So a critical failure acts as a Failure, a failure acts as a Success, and a success provides the same effect as a Raise. This makes death and permanent injuries almost non-existent, and a Wild Card is either going to be knocked out or stay in the fight with a minor injury. [*][B]Harsh Incapacitation[/B] – All results on the Incapacitation table are moved up one category. Instant death now occurs on any failure. A success acts as a Failure, a raise acts as a Success, and the Raise result is either dropped or requires two raises to achieve. Aftermath for Extras works similarly where a raise is required to be alive but Incapacitated and anything lower means death. Surviving Incapacitation in this game is a rare event and those that do will often have the permanent injuries to show for it. [*][B]Superheroic Incapacitation[/B] – All damage is treated as nonlethal. It may look deadly, but no one is ever killed just knocked unconscious for a period of time. [Hard to Kill may be renamed Hard to Take Down.] [/LIST] In addition, a decision may be made to apply these rules to NPC Wild Cards or not ("[B]It's Good to Be a Hero[/B]") [I](from Clint Black on the [URL='https://web.archive.org/web/20111022014836/http://www.peginc.com/forum/viewtopic.php?t=25190']Savage Worlds Forums[/URL])[/I] [/QUOTE]
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