Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Looking for Game System Recommendations
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Zadmar" data-source="post: 6293720" data-attributes="member: 6700109"><p>That was one of the main reasons I moved from D&D 3.5 to Savage Worlds - I liked the tactical combat in D&D, but found it got really slow at the higher levels. However after playing each system for a few years, I actually find Savage Worlds is <em>more</em> tactical, despite being rules-medium.</p><p></p><p>In D&D 3.5 you can typically take one standard action and one movement action, and you have to finish one before you can start the other. Any special actions you wish to perform are covered by Feats, without those you're limited to some very specific actions in combat - which usually means you move up to an opponent and then attempt to hit them.</p><p></p><p>I find Savage Worlds far more flexible, as you can perform one or more normal actions, and freely combine them with your movement. So for example you could move 2", perform a melee attack, move another 2", kick a stone at someone (as a narrative-defined "trick"), move another 2", drop behind cover, and taunt a third opponent.</p><p></p><p>You can take Edges (which are like a combination of Feats and class abilities) to improve your chances of succeeding at certain actions, but you don't <em>need</em> them. It's far more permissive of player creativity, as players can describe any reasonable action and it's usually supported by clearly-defined mechanics. The initiative system also lends itself well to tactical combat.</p><p></p><p>And of course combat is much faster to resolve, particularly with large numbers of combatants. A big part of this is due the lack of bookkeeping (no need to write down initiative or hit points), but it's also because of the simplified stats (you don't need to balance everything exactly, and many opponents can just be made up on the fly) and the way attacks for groups of NPCs can be resolved like a dice pool system (if five soldiers with Fighting d6 attack a PC, you just roll 5d6 and can see at a glance how many hit).</p><p></p><p>Some other points which are worth noting. While Savage Worlds is good at handling large numbers of combatants, it doesn't do a good job of solo BBEGs - they tend to get trampled extremely quickly, and typically need minions to make the fight challenging. Combat is also much less predictable, there are no "safe" fights, there is always the risk of death. Player advancement is also much flatter, a starting character is more like a level 5-7 D&D character, and a high rank character is more like a level 12-15 D&D character.</p></blockquote><p></p>
[QUOTE="Zadmar, post: 6293720, member: 6700109"] That was one of the main reasons I moved from D&D 3.5 to Savage Worlds - I liked the tactical combat in D&D, but found it got really slow at the higher levels. However after playing each system for a few years, I actually find Savage Worlds is [I]more[/I] tactical, despite being rules-medium. In D&D 3.5 you can typically take one standard action and one movement action, and you have to finish one before you can start the other. Any special actions you wish to perform are covered by Feats, without those you're limited to some very specific actions in combat - which usually means you move up to an opponent and then attempt to hit them. I find Savage Worlds far more flexible, as you can perform one or more normal actions, and freely combine them with your movement. So for example you could move 2", perform a melee attack, move another 2", kick a stone at someone (as a narrative-defined "trick"), move another 2", drop behind cover, and taunt a third opponent. You can take Edges (which are like a combination of Feats and class abilities) to improve your chances of succeeding at certain actions, but you don't [I]need[/I] them. It's far more permissive of player creativity, as players can describe any reasonable action and it's usually supported by clearly-defined mechanics. The initiative system also lends itself well to tactical combat. And of course combat is much faster to resolve, particularly with large numbers of combatants. A big part of this is due the lack of bookkeeping (no need to write down initiative or hit points), but it's also because of the simplified stats (you don't need to balance everything exactly, and many opponents can just be made up on the fly) and the way attacks for groups of NPCs can be resolved like a dice pool system (if five soldiers with Fighting d6 attack a PC, you just roll 5d6 and can see at a glance how many hit). Some other points which are worth noting. While Savage Worlds is good at handling large numbers of combatants, it doesn't do a good job of solo BBEGs - they tend to get trampled extremely quickly, and typically need minions to make the fight challenging. Combat is also much less predictable, there are no "safe" fights, there is always the risk of death. Player advancement is also much flatter, a starting character is more like a level 5-7 D&D character, and a high rank character is more like a level 12-15 D&D character. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Looking for Game System Recommendations
Top