Barendd Nobeard
Explorer
Yes, I played in Pinnacle's Uncivil War demo of the Savage Worlds system. Combat was fast, but slowed a bit as some of us were not familiar with the new system.GreyOne said:Did anyone see Savage Worlds being demoed at GenCon?
The adventure was a very simple one, but not a mass combat. So, it's hard to say how the new system will handle mass combat.
As for d20, it's no more easy or difficult (in my opinion). If you play d20 a lot, combat is quick. If you play Savage Worlds a lot, combat will be quick. Based on what I saw, in d20, you will have more math at higher levels, as you add more stuff to your die roll(s). At higher levels, that may slow down combat ind20, but since we weren't playing a high level game, it's hard to tell how that will compare with Savage Worlds. Of course, if you're playing the same character for a while, all your attack bonuses will probably already be written down on your character sheet....
You will also get a new initiative each round in Savage Worlds, which is a big difference from standard d20. Kind of nice when you get a bad initiative--and not so nice when you get a good one.

I am one of the bummed ones, who was/is upset that Pinnacle is dropping the d20 version of Weird Wars. But since I don't actually ever play WW (except for a one-shot at the January EN World Chicago Gameday), I don't complain too loudly. (I have bought all the WW books, however, giving me some right to whine.

Additionally, all the stuff that was already "in the pipeline" when the new system was announced will have the d20 stats. So, there is quite a foundation of d20 Weird Wars for anyone who wants to run it with that system.