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My First Savage Worlds Game
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<blockquote data-quote="Flynn" data-source="post: 4089134" data-attributes="member: 1836"><p>Good Morning, Wik:</p><p></p><p>I read your post this morning, and thought I'd offer up a few quick points for your consideration.</p><p></p><p>Regarding <strong>multiple actions</strong>, some settings have developed Edges that allow you to skip that penalty for two related actions. (Frenzy and Improved Frenzy are nice Core Rules examples.) You could always offer an Edge in your campaign that allows someone to Intimidate and attack without suffering the -2 penalty, or suggest that the character take Strong Will.</p><p></p><p>Regarding <strong>boss fights</strong>, yes, the big bad guys can die pretty quickly, but that's why you have your own bennies, plus Wild Cards get two each. I found goblins work well with a d6 in Fighting, but a d4 in Vigor. They can hit okay, but they can't take a hit very well. To make the bosses more of a threat, give them a few Leadership Edges and have them use those benefits when participating in ganging up on someone. That can be very effective.</p><p></p><p>Regarding <strong>bennie conservation</strong>, I've found that you have to offer a fight or some challenge in the first half of the session, or the players will horde those puppies until the end of the night.</p><p></p><p>Regarding <strong>XP</strong>, just give them 2 a session, +1 if they finish a major goal. It all works out. I run 3.5 hour sessions myself, and I find that it's all good. They like the advancement, but it doesn't get out of hand.</p><p></p><p>Regarding <strong>initiative</strong>, it'll grow on you. You'll find that the variability in who goes when adds a bit more tension to the mix after a while.</p><p></p><p>Regarding <strong>the size of the fight</strong>, yes, they do fight more opponents, for more rounds, and the end result is that the game feels like you're just going at it fast and furious. I like that feeling. Start small, though, and build up as the PCs learn the system and become more effective.</p><p></p><p>Best of Luck,</p><p>Flynn</p></blockquote><p></p>
[QUOTE="Flynn, post: 4089134, member: 1836"] Good Morning, Wik: I read your post this morning, and thought I'd offer up a few quick points for your consideration. Regarding [b]multiple actions[/b], some settings have developed Edges that allow you to skip that penalty for two related actions. (Frenzy and Improved Frenzy are nice Core Rules examples.) You could always offer an Edge in your campaign that allows someone to Intimidate and attack without suffering the -2 penalty, or suggest that the character take Strong Will. Regarding [b]boss fights[/b], yes, the big bad guys can die pretty quickly, but that's why you have your own bennies, plus Wild Cards get two each. I found goblins work well with a d6 in Fighting, but a d4 in Vigor. They can hit okay, but they can't take a hit very well. To make the bosses more of a threat, give them a few Leadership Edges and have them use those benefits when participating in ganging up on someone. That can be very effective. Regarding [b]bennie conservation[/b], I've found that you have to offer a fight or some challenge in the first half of the session, or the players will horde those puppies until the end of the night. Regarding [b]XP[/b], just give them 2 a session, +1 if they finish a major goal. It all works out. I run 3.5 hour sessions myself, and I find that it's all good. They like the advancement, but it doesn't get out of hand. Regarding [b]initiative[/b], it'll grow on you. You'll find that the variability in who goes when adds a bit more tension to the mix after a while. Regarding [b]the size of the fight[/b], yes, they do fight more opponents, for more rounds, and the end result is that the game feels like you're just going at it fast and furious. I like that feeling. Start small, though, and build up as the PCs learn the system and become more effective. Best of Luck, Flynn [/QUOTE]
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