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Notes from a Savage Worlds fantasy campaign (updated with 05/28/08 session notes!)...
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<blockquote data-quote="Wik" data-source="post: 4063637" data-attributes="member: 40177"><p>Your write-ups are always great. A few comments:</p><p></p><p>1) Isn't the max gang-up modifier +4?</p><p></p><p>2) We found a similar problem with high toughness ratings - even against orcs (toughness 8) our players were getting a bit ticked when they'd *finally* land a hit, and then not break through toughness. And since you can't re-roll damage with a benny...</p><p></p><p>3) The deflection with a raise *is* a big deal, as I noticed when the cowardly mage cast it upon an extra. That character's parry went from 4 to 8, making him much harder for the Ogre to hit him. It kept him alive!</p><p></p><p>4) Where are you getting your spells? I have the Advanced Dungeons and Savages spell list, and Savage Spells, and Savage Fantasy.... but you gotta catch 'em all, right?</p><p></p><p>5) I never thought about it, but it'd be pretty easy to run another PC when the player's gone. This was a definite hindrance when I ran D&D - if someone didn't show up, it was always a strain running two PCs. I don't know if it'd be that hard for players to run two wild cards. Might be difficult handling bennies, I guess...</p><p></p><p>6) I'm curious about your bookkeeping. How do you keep track of wounds and spell effects? I sort of want to pick up ideas - I like trolling for new things to add to my game.</p><p></p><p>With me, I use poker chips that I put underneath the character in question. White chips mean shaken, red mean wounds, and blue mean the creature's under a spell effect. I use one blue chip for each round of duration, and simply subtract a chip each time that character's round starts (if I ever come across a character under two spell effects, I'll just put white tokens underneath the blue ones, and sort of checkerboard them like that). </p><p></p><p>Doing it this way means all bookkeeping is done on the table, which works. </p><p></p><p>7) Does the random pace rule bug the hell out of you? Because it bugs me.</p></blockquote><p></p>
[QUOTE="Wik, post: 4063637, member: 40177"] Your write-ups are always great. A few comments: 1) Isn't the max gang-up modifier +4? 2) We found a similar problem with high toughness ratings - even against orcs (toughness 8) our players were getting a bit ticked when they'd *finally* land a hit, and then not break through toughness. And since you can't re-roll damage with a benny... 3) The deflection with a raise *is* a big deal, as I noticed when the cowardly mage cast it upon an extra. That character's parry went from 4 to 8, making him much harder for the Ogre to hit him. It kept him alive! 4) Where are you getting your spells? I have the Advanced Dungeons and Savages spell list, and Savage Spells, and Savage Fantasy.... but you gotta catch 'em all, right? 5) I never thought about it, but it'd be pretty easy to run another PC when the player's gone. This was a definite hindrance when I ran D&D - if someone didn't show up, it was always a strain running two PCs. I don't know if it'd be that hard for players to run two wild cards. Might be difficult handling bennies, I guess... 6) I'm curious about your bookkeeping. How do you keep track of wounds and spell effects? I sort of want to pick up ideas - I like trolling for new things to add to my game. With me, I use poker chips that I put underneath the character in question. White chips mean shaken, red mean wounds, and blue mean the creature's under a spell effect. I use one blue chip for each round of duration, and simply subtract a chip each time that character's round starts (if I ever come across a character under two spell effects, I'll just put white tokens underneath the blue ones, and sort of checkerboard them like that). Doing it this way means all bookkeeping is done on the table, which works. 7) Does the random pace rule bug the hell out of you? Because it bugs me. [/QUOTE]
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