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Looking for RPG system for campaign.

As far as core rules go, the Deluxe edition Savage Worlds and the new, updated Explorer's Edition are identical. The deluxe edition has a little bit more space to give rules clarifications and explanations, but the core system is the same.

Deluxe edition also gives a bit more info / help on setting up campaign style and GM advice. So if having a little bit more support in terms of rules adjudication is important to you, go Deluxe hardcover.

Otherwise, it's primarily page count, artwork, and durability.
 

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I must say, this is a fun thread, everybody being very positive and helpful! :)

I am intrigued by Savage Worlds, Radiancerpg and Hackmaster. Now, I do wonder what version of Savage Worlds to get.
This one: http://www.peginc.com/shop/savage-worlds-deluxe-pdf/
Or this one: http://www.peginc.com/shop/savage-worlds-deluxe-explorers-edition-pdf/
What's the difference? Page size/count?

For the print versions, the first link is the full sized hardback book. The second version is their "Explorer Size" - its softbound and physically smaller, but has all the same stuff (other than Errata). When they updated the rules, they did the hardback as the first print run and then the Exploror size is the current in print copy.

PDF - I am not sure there is much difference -- the Explorer size might fit some Tablets better than the full size, but that is about it I would think.

If you are getting the print version, get the Deluxe Explorer sized book. There is a whole lot of information in a $9.99 package.

As an FYI, right now you can get 4 physical copies of the Explorer book on Amazon for the price of 3. So you can get most of your group the core book for the price of a typical gaming book.

[ame="http://www.amazon.com/Savage-Worlds-Deluxe-Explorers-S2P10016/dp/1937013200/ref=sr_1_1?s=books&ie=UTF8&qid=1352928398&sr=1-1&keywords=savage+worlds+deluxe+explorer%27s+edition"]Savage Worlds Deluxe: Explorer's Edition (S2P10016): Shane Hensley: 9781937013202: Amazon.com: Books[/ame]

(the 4 for 3 is not well advertised, below the description of the book).
 

Regarding the "I have to wait my turn" thing, Hackmaster has that too, if you have used your weapon, you have to wait x seconds to use it again. You basically wait your turn. You have the counter attack stuff and so on, but that basically only makes it take 2x as long to get those x seconds over with.

Sure, your weapon speed my make it so that you attack every 7 seconds, but as you level, you can purchase specialization for speed, damage, attack and defense, until it reaches the minimal weapons speed (2 for small weapons like a dagger or short sword, 3 for medium weapons such as longswords and maces, and 4 long weapons such as halbreds and greatswords)

So the most you can ever attack with a dagger is 3 times per round (6 seconds), long sword is twice per round, and halbred would be 3 times every 2 rounds.

But you dont really sit there 'waiting' with "nothing to do". You have all sorts of stuff you can do. Move tactically, set up a pincher movement, stuff you can't do in DnD.
 

@griffonwing you can move any time you like?

Why are you mentioning rounds? As I understand it there are none in Hackmaster. Waiting your turn in DnD is usually waiting for npcs and pcs to resolve their actions, something you would to to in Hackmaster as well. Assuming your isn't a Hydra. ;)
[MENTION=26651]amerigoV[/MENTION] I live in Norway, so the shipping will be something like 30$, so I just went with the pdf until I have read up on the system a little bit more. Not that I can't afford it, the dollar is cheap, down from like 9kr to below 6kr. It's like everything is at 40% off all the time.
 
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@griffonwing you can move any time you like?

Why are you mentioning rounds? As I understand it there are none in Hackmaster. Waiting your turn in DnD is usually waiting for npcs and pcs to resolve their actions, something you would to to in Hackmaster as well. Assuming your isn't a Hydra. ;)

LOL. I only mentioned the "rounds" to put it in perspective as compared to DnD. Six seconds being 1 round in DnD, an attack every 2 seconds with a dagger in HM is compared to 3 attacks per round in DnD. Sorry, it wasnt meant to confuse you.

And yes, in HackMaster you can move anytime during combat. Here is an example play.

You roll your Init. Until your number comes up, you are 'surprised' and cannot perform an action. Once your count comes up, you can move/attack, etc.. Move into melee, and swing. After your first attack, only then does your weapon speed come into effect, and only while you are engaged in combat.

If you just defeat a foe on count 4, and your teammate is battling an enemy that is greater than a jog from you (10ft for medium creatures) then you can use 1 second to move up (count 5) and you can attack on count 6 (even though your weapon speed might have been 12).

Let us then say you attack. You can choose a combat maneuver, such as Giving Ground, Tactical Move, Scamper Back, Fighting Withdrawal, all of which give you attack/defense bonuses or penalties, but allow different speeds of movement. And you can change this every second. Scamper back for 3 seconds, tactically move for 2 and set up an ambush. So yeah, you dont have to stand there for the 12 seconds. You can move around, or even run away. However, your opponent might be chasing right behind you.

I hope this helps.
 

[MENTION=26651]amerigoV[/MENTION] I live in Norway, so the shipping will be something like 30$, so I just went with the pdf until I have read up on the system a little bit more. Not that I can't afford it, the dollar is cheap, down from like 9kr to below 6kr. It's like everything is at 40% off all the time.

Ah, I did not think to look at your location.
 

If you just defeat a foe on count 4, and your teammate is battling an enemy that is greater than a jog from you (10ft for medium creatures) then you can use 1 second to move up (count 5) and you can attack on count 6 (even though your weapon speed might have been 12).
So dropping a foe basically removes the "recharge" time of your weapon? Funky.

What happens if two players are fighting the same mob and player A drops the mob. Does player B get his attack "recharge" reset? What if you move away from a mob, does your "recharge" reset then? What if you are using a bow, do you get a free "recharge" if you drop a mob or only with a melee weapon?

Interesting idea with continual movement and I can see how that makes people engaged. It's hard to imagine how it would work out with 6 players and 12 mobs. Chaos?
 

So dropping a foe basically removes the "recharge" time of your weapon? Funky.

What happens if two players are fighting the same mob and player A drops the mob. Does player B get his attack "recharge" reset? What if you move away from a mob, does your "recharge" reset then? What if you are using a bow, do you get a free "recharge" if you drop a mob or only with a melee weapon?

Interesting idea with continual movement and I can see how that makes people engaged. It's hard to imagine how it would work out with 6 players and 12 mobs. Chaos?

Any time the foe you are engaged with falls, and you are not in engaged with or in melee distance with another foe, your count is reset. You can then move and once you reach another target, attack on the following second.

As for ranged weapons, every ranged attack takes time. Short and Long bows have a base rate of fire of 12, light crossbows 20 (10 seconds to crank), heavy crossbows 60 (50 seconds to crank that bad boy), slings 10, not to mention throwing daggers, axes and javelins.

For bows, loading is 5 seconds, drawing the bow 2 seconds, firing 1 second, and the rest is aiming. Quickshot (no aim) allows you to shoot faster at a penalty. Even if the foe drops, you still have to spend the time to load the bow, draw and release, so no attacking on the next second.

You can, however, increase proficiency for the ranged weapons as well (aim, load, recovery), getting the bow down to a 6, or 5 if you don't aim.

With a full party, if might seem like it would be confusing and chaotic, but.. yeah, its a bit of chaos. And that is what will keep them in their seat. Even getting up to get a can of Pepsi, they can come back and the battle has shifted. Glorious! :)

Also, if you go into battle with the arrow already notched and pulled back, only 1 second to fire. If you go in already notched, but not pulled back. 2 seconds to draw back and 1 to fire. This, again, is not including aiming (4 seconds i believe).
 
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With a full party, if might seem like it would be confusing and chaotic, but.. yeah, its a bit of chaos. And that is what will keep them in their seat. Even getting up to get a can of Pepsi, they can come back and the battle has shifted. Glorious! :)

This reminds me a bit of Feng Shui, the chaos and constant movement remind me of the last Feng Shui campaign I played in.

An unrelated, but cool mechanic, damage is static, not rolled. You can increase this by hitting well, the extra success carries over for more damage. Also, Feng Shui is the action movie RPG (Hong Kong influence) with lots of high flying action and very little grit.
 


Into the Woods

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