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No hold barred - how I would develope 5e
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<blockquote data-quote="Greg K" data-source="post: 5436754" data-attributes="member: 5038"><p>It didn't make feel like I was no longer playing D&D. It just made me feel this was not the D&D or settings that I wanted to play.</p><p></p><p></p><p></p><p>Savage Worlds is, currently, my favorite rpg for non-supers. Give me the $10 Explorer edition rule book along with</p><p>1. Modern Martial Arts, the free Modern Martial Arts supplement (by Brand Manager, Clint Black) which adds some new edges;</p><p>2. The free dials for adjusting incapacitation from cartoony to Gritty (also by Clint and free on the forums), and </p><p>3. The push/trip maneuver by Clint (also free on the forums)</p><p></p><p>From there, it just depends on what I am in the mood for:</p><p>4. For fantasy, I can just use the free Wizards and Warriors supplement) or, if I want race creation, new edges, new equipment, some new powers and advice, get the Fantasy Companion for $20. If I don't want to build my own setting, I can just buy Hellfrost (Triple Ace Games), Sundered Skies (Triple Ace Games), Legends of Steel , or Sherwood-the Legend of Robin Hood (Battlefield Press). </p><p>And, if I want, to tailor the magic system, the free Shark Bytes has various examples or I can go to the official website and get free help (possibly from the brand manager himself).</p><p> </p><p>5. Thrilling Tales 2e (Adamant) if I want to run Pulp</p><p>6. Mars: Savage Worlds edition (Adamant) for Planetary Romance</p><p>7. Pirates of the Spanish Main for Pirates</p><p>8. The upcoming Darwin's World (RPGObjects) for post Apocalypse</p><p></p><p>Actually, the only complaints that I really have about Savage Worlds are 1)one or two skills being to broad for my taste; 2) there are no official write-ups for beholders, mindflayers or the demons and devils that originated in 1e; and 3) no official Savage worlds versions of Greyhawk, Forgotten Realms, Darksun, or Ravenloft.</p></blockquote><p></p>
[QUOTE="Greg K, post: 5436754, member: 5038"] It didn't make feel like I was no longer playing D&D. It just made me feel this was not the D&D or settings that I wanted to play. Savage Worlds is, currently, my favorite rpg for non-supers. Give me the $10 Explorer edition rule book along with 1. Modern Martial Arts, the free Modern Martial Arts supplement (by Brand Manager, Clint Black) which adds some new edges; 2. The free dials for adjusting incapacitation from cartoony to Gritty (also by Clint and free on the forums), and 3. The push/trip maneuver by Clint (also free on the forums) From there, it just depends on what I am in the mood for: 4. For fantasy, I can just use the free Wizards and Warriors supplement) or, if I want race creation, new edges, new equipment, some new powers and advice, get the Fantasy Companion for $20. If I don't want to build my own setting, I can just buy Hellfrost (Triple Ace Games), Sundered Skies (Triple Ace Games), Legends of Steel , or Sherwood-the Legend of Robin Hood (Battlefield Press). And, if I want, to tailor the magic system, the free Shark Bytes has various examples or I can go to the official website and get free help (possibly from the brand manager himself). 5. Thrilling Tales 2e (Adamant) if I want to run Pulp 6. Mars: Savage Worlds edition (Adamant) for Planetary Romance 7. Pirates of the Spanish Main for Pirates 8. The upcoming Darwin's World (RPGObjects) for post Apocalypse Actually, the only complaints that I really have about Savage Worlds are 1)one or two skills being to broad for my taste; 2) there are no official write-ups for beholders, mindflayers or the demons and devils that originated in 1e; and 3) no official Savage worlds versions of Greyhawk, Forgotten Realms, Darksun, or Ravenloft. [/QUOTE]
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