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<blockquote data-quote="ValhallaGH" data-source="post: 5321084" data-attributes="member: 41187"><p>Not sure which literature you're referring to but I'll see if I can answer some questions about Savage Worlds (SW).</p><p>Scaling: PCs start as Novices (unless the GM starts the game more experienced) and mostly feel like it. They're still heroically capable, being the protagonists, but that's mostly their heroic spark and not exceptional skill. The base rules scale to Legendary (about on par with level 10 D&D), where they have become major players in the world, movers and shakers, but are still mortals that can be felled with a single lucky arrow. <a href="http://rpg.drivethrustuff.com/product_info.php?products_id=79983" target="_blank">At least one setting</a> scales past Legendary and literally into Demigod, and the linked version is a free "preview" that gives you enough to do that.</p><p></p><p>Combat: Given the open-ended nature of damage rolls and the relative fragility of all characters (toughness 14 is TOUGH, but lots of attacks do 2d8 or more damage), fights tend to resolve quickly. This encourages clever tactics to increase survivability, and the rules have a lot of basic options and guidelines for more complication choices. I find it interesting and fast and that it gets better when some are willing to spend actions making the team more effective. While I've seen complaints to the contrary, the described combats would be boring in any game system because none of the players (GM included) was doing anything beyond "I attack him".</p><p></p><p>Social / Spiritual conflict: Tests of Will are a base mechanic, as are extended checks. While a complex, abstract, social combat system isn't inherit to the system, the Chase rules (which are involved and abstract but fun) can be adapted to the purpose pretty easily.</p><p></p><p>Damage types: The system uses Wounds and Fatigue levels, both of which lead to incapacitation. Each wound imposes a -1 to all Trait (skill and ability) checks and speed (max 3), with fatigue applying a -1 per level (max 2) to Traits. It also has a stress / terror mechanic that's fast, simple, and effective, with several longer-term Call of Cthulhu-style madness tracks available in various supplements for campaigns that benefit from that style.</p><p></p><p>Magic: Powers tend to seem bland, at first, because they are presented as simple effects without innate flavor text. For players coming from D&D, this seems really stupid, but it's actually pretty clever. Essentially, all powers use the same mechanics, with the look and feel differing between types of magic and individual casters. The types use slightly different Arcane Backgrounds, with a couple differing game mechanics, but the powers are almost the same.</p><p>One wizard can send forth a barrage of magic missiles, an arrow of acid, a swarm of stinging bees, and three rapid-fire bolts of fire; each one is a different set of trappings (and a different instance of) the Bolt power, used because the descriptors (Force, Acid, insect stings, and Fire, respectively) are each useful in different situations and not useful in others.</p><p>Power limitations are Power Points (manna pool) used to power individual spells. Expanding power lists and increasing power points is done by acquiring new Edges as the character advances.</p><p></p><p>Overall, it's flexible, fast-playing, and very easy to GM (foe creation is fast and unrestricted, and you're encouraged to give creatures unique abilities that aren't found anywhere in the books but are appropriate to your story and your concept of the creature).</p><p></p><p>If your really need orcs and elves and such then you can pick up the free fantasy supplements from the Pinnacle website. If you don't then don't worry about it.</p><p></p><p>Good luck. Was that helpful?</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 5321084, member: 41187"] Not sure which literature you're referring to but I'll see if I can answer some questions about Savage Worlds (SW). Scaling: PCs start as Novices (unless the GM starts the game more experienced) and mostly feel like it. They're still heroically capable, being the protagonists, but that's mostly their heroic spark and not exceptional skill. The base rules scale to Legendary (about on par with level 10 D&D), where they have become major players in the world, movers and shakers, but are still mortals that can be felled with a single lucky arrow. [url=http://rpg.drivethrustuff.com/product_info.php?products_id=79983]At least one setting[/url] scales past Legendary and literally into Demigod, and the linked version is a free "preview" that gives you enough to do that. Combat: Given the open-ended nature of damage rolls and the relative fragility of all characters (toughness 14 is TOUGH, but lots of attacks do 2d8 or more damage), fights tend to resolve quickly. This encourages clever tactics to increase survivability, and the rules have a lot of basic options and guidelines for more complication choices. I find it interesting and fast and that it gets better when some are willing to spend actions making the team more effective. While I've seen complaints to the contrary, the described combats would be boring in any game system because none of the players (GM included) was doing anything beyond "I attack him". Social / Spiritual conflict: Tests of Will are a base mechanic, as are extended checks. While a complex, abstract, social combat system isn't inherit to the system, the Chase rules (which are involved and abstract but fun) can be adapted to the purpose pretty easily. Damage types: The system uses Wounds and Fatigue levels, both of which lead to incapacitation. Each wound imposes a -1 to all Trait (skill and ability) checks and speed (max 3), with fatigue applying a -1 per level (max 2) to Traits. It also has a stress / terror mechanic that's fast, simple, and effective, with several longer-term Call of Cthulhu-style madness tracks available in various supplements for campaigns that benefit from that style. Magic: Powers tend to seem bland, at first, because they are presented as simple effects without innate flavor text. For players coming from D&D, this seems really stupid, but it's actually pretty clever. Essentially, all powers use the same mechanics, with the look and feel differing between types of magic and individual casters. The types use slightly different Arcane Backgrounds, with a couple differing game mechanics, but the powers are almost the same. One wizard can send forth a barrage of magic missiles, an arrow of acid, a swarm of stinging bees, and three rapid-fire bolts of fire; each one is a different set of trappings (and a different instance of) the Bolt power, used because the descriptors (Force, Acid, insect stings, and Fire, respectively) are each useful in different situations and not useful in others. Power limitations are Power Points (manna pool) used to power individual spells. Expanding power lists and increasing power points is done by acquiring new Edges as the character advances. Overall, it's flexible, fast-playing, and very easy to GM (foe creation is fast and unrestricted, and you're encouraged to give creatures unique abilities that aren't found anywhere in the books but are appropriate to your story and your concept of the creature). If your really need orcs and elves and such then you can pick up the free fantasy supplements from the Pinnacle website. If you don't then don't worry about it. Good luck. Was that helpful? [/QUOTE]
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