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My First Savage Worlds Game
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<blockquote data-quote="SavageRobby" data-source="post: 4061226" data-attributes="member: 51573"><p>Isn't the chance for failure for a Wild Card with a d12 in the skill against a standard TN 12.5%, or 9 (3x3) / 72 (6 *12)? Thats a 1 in 8 chance, which is a fair amount better than 1 in 5. If you factor spending a Benny in for a reroll, then your chance of failure drops tremendously (to 1 in 64, if my math is right).</p><p></p><p>In my fantasy games, we allow a Benny to be spent prior to a roll to add +2 to the roll. This lets characters almost assume a basic success (only snake eyes fails) and really helps when they're trying to do something daring or herioc. And of course, burns Bennies even faster. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p> </p><p>Wik - I'm glad you had a good experience with Savage Worlds. In one of our first ever Savage sessions (after we had massive 3E burnout) we ran a combat with a number of enemies and extras (20 something all told), plus a few enemy spell casters, a raging fire and exploding barrels of boomdust - and despite our newness to the system, the combat took maybe half an hour, and we all had a total blast (no pun intended). I'm in the process of Savaging Rise of the Runelords as well - I want to run the whole path for my group. We ran Evernight (highly expanded) and they loved it, and I think they'll love Pathfinder even more. D20 or not, they are incredible, and so much better than nearly anything else I've read in a good long while.</p><p></p><p></p><p>Don't forget all the variety of ways to get bonuses, either - or cause minuses. My favorite minus to assign - besides cover - is the Unstable Platform penalty. High ground should usually be worth +1. Gang-up bonuses are fantastic. We have a large group of players (often 8), so not only do we have to pay close attention to the +4 limit, but we also added a house rule to in say that you can't just be adjacent to an enemy, you must be engaged*. </p><p></p><p>Bonuses are big in SW - I learned that the hard way as a DM, and had to scale some things back as a campaign went along. A +1 Sword is major, a +2 Sword is <strong>huge</strong>. Anything +3 or over is Epic (especially if you allow it for both Attack and Damage).</p><p></p><p></p><p>* The pseudo-abstract "engaged" is subject to fairly flexible interpretation in our games. It basically indicates you've started combat in some form of fashion with that enemy. Only engaged - not merely adjacent - allies count for gang-up bonuses against enemies, but also only engaged enemies can make free attacks when someone starts their movement.</p><p></p><p></p><p>Flynn - I was going to email you about setting up a one shot again now that life is starting to settle down, but it looks like you've gotten well into the game now. Glad you guys are enjoying it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="SavageRobby, post: 4061226, member: 51573"] Isn't the chance for failure for a Wild Card with a d12 in the skill against a standard TN 12.5%, or 9 (3x3) / 72 (6 *12)? Thats a 1 in 8 chance, which is a fair amount better than 1 in 5. If you factor spending a Benny in for a reroll, then your chance of failure drops tremendously (to 1 in 64, if my math is right). In my fantasy games, we allow a Benny to be spent prior to a roll to add +2 to the roll. This lets characters almost assume a basic success (only snake eyes fails) and really helps when they're trying to do something daring or herioc. And of course, burns Bennies even faster. :D Wik - I'm glad you had a good experience with Savage Worlds. In one of our first ever Savage sessions (after we had massive 3E burnout) we ran a combat with a number of enemies and extras (20 something all told), plus a few enemy spell casters, a raging fire and exploding barrels of boomdust - and despite our newness to the system, the combat took maybe half an hour, and we all had a total blast (no pun intended). I'm in the process of Savaging Rise of the Runelords as well - I want to run the whole path for my group. We ran Evernight (highly expanded) and they loved it, and I think they'll love Pathfinder even more. D20 or not, they are incredible, and so much better than nearly anything else I've read in a good long while. Don't forget all the variety of ways to get bonuses, either - or cause minuses. My favorite minus to assign - besides cover - is the Unstable Platform penalty. High ground should usually be worth +1. Gang-up bonuses are fantastic. We have a large group of players (often 8), so not only do we have to pay close attention to the +4 limit, but we also added a house rule to in say that you can't just be adjacent to an enemy, you must be engaged*. Bonuses are big in SW - I learned that the hard way as a DM, and had to scale some things back as a campaign went along. A +1 Sword is major, a +2 Sword is [b]huge[/b]. Anything +3 or over is Epic (especially if you allow it for both Attack and Damage). * The pseudo-abstract "engaged" is subject to fairly flexible interpretation in our games. It basically indicates you've started combat in some form of fashion with that enemy. Only engaged - not merely adjacent - allies count for gang-up bonuses against enemies, but also only engaged enemies can make free attacks when someone starts their movement. Flynn - I was going to email you about setting up a one shot again now that life is starting to settle down, but it looks like you've gotten well into the game now. Glad you guys are enjoying it. :) [/QUOTE]
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