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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="Flynn" data-source="post: 4063953" data-attributes="member: 1836"><p>First, thank you for the compliment. I greatly appreciate feedback. That's what keeps me writing everything up, to tell the truth.</p><p></p><p></p><p></p><p>You're right. For some reason, I capped it in my head at +3.</p><p></p><p></p><p></p><p>Not without the "No Mercy" Edge anyway... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Yeah, combining Wild Attack with Called Shots is the best way to up your damage, with Gang Up to help compensate for penalties.</p><p></p><p></p><p></p><p>Yep. That foiled the plans of my Big Bad Evil Guys a lot this last session. <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><p></p><p></p><p></p><p>Start with the Fantasy Toolkit, and then pick up the Shaintar Player's Guide. After that, there are a ton of powers in various fan conversions and in Shark Bytes, but you have to wade through them and make sure they aren't duplicates of existing powers. Also check out Savage Warcraft, a great fan conversion with a wonderful list of new powers. (I haven't finished going over them, but I like that there's many of them.)</p><p></p><p></p><p></p><p>The way we do it, we kinda run the Wild Card by committee, based on past behaviors. I typically let the majority decide courses of action. I also make the rolls, unless someone volunteers to roll for the missing PC. Bennies are just kept in a separate stack, where I tuck his card for initiative.</p><p></p><p></p><p></p><p>I use glass beads to track Shaken, by placing that at the base of the mini. I did read recently about a suggestion to use colored pipe cleaners and make small loops that can be hung on a mini for such things. It sounds cool, but I haven't done it yet.</p><p></p><p>Poker chips are used for bennies, but I save my red ones to put on the initiative cards of enemy Wild Cards to track wounds. One chip is one wound. The players help remind me of penalties using this visual clue. If there are no chips, the bad guy isn't wounded. Makes it very easy to see the wounds build up, rather than use more chips and count down.</p><p></p><p>I don't note spell effects on the field, but if I were using the pipe cleaner loop idea, I probably would. <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><p></p><p></p><p></p><p>Sometimes, but it adds dramatic tension, so I'm okay with it.</p><p></p><p>Hope This Helps,</p><p>Flynn</p></blockquote><p></p>
[QUOTE="Flynn, post: 4063953, member: 1836"] First, thank you for the compliment. I greatly appreciate feedback. That's what keeps me writing everything up, to tell the truth. You're right. For some reason, I capped it in my head at +3. Not without the "No Mercy" Edge anyway... ;) Yeah, combining Wild Attack with Called Shots is the best way to up your damage, with Gang Up to help compensate for penalties. Yep. That foiled the plans of my Big Bad Evil Guys a lot this last session. :) Start with the Fantasy Toolkit, and then pick up the Shaintar Player's Guide. After that, there are a ton of powers in various fan conversions and in Shark Bytes, but you have to wade through them and make sure they aren't duplicates of existing powers. Also check out Savage Warcraft, a great fan conversion with a wonderful list of new powers. (I haven't finished going over them, but I like that there's many of them.) The way we do it, we kinda run the Wild Card by committee, based on past behaviors. I typically let the majority decide courses of action. I also make the rolls, unless someone volunteers to roll for the missing PC. Bennies are just kept in a separate stack, where I tuck his card for initiative. I use glass beads to track Shaken, by placing that at the base of the mini. I did read recently about a suggestion to use colored pipe cleaners and make small loops that can be hung on a mini for such things. It sounds cool, but I haven't done it yet. Poker chips are used for bennies, but I save my red ones to put on the initiative cards of enemy Wild Cards to track wounds. One chip is one wound. The players help remind me of penalties using this visual clue. If there are no chips, the bad guy isn't wounded. Makes it very easy to see the wounds build up, rather than use more chips and count down. I don't note spell effects on the field, but if I were using the pipe cleaner loop idea, I probably would. :) Sometimes, but it adds dramatic tension, so I'm okay with it. Hope This Helps, Flynn [/QUOTE]
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