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<blockquote data-quote="GreyOne" data-source="post: 307261" data-attributes="member: 858"><p>I'm glad some folks responded. I've been away for a week, so I'll just reply here.</p><p></p><p></p><p></p><p></p><p>You're wrong here. Wild Cards get to roll an extra d6 which they can use to replace their skill die roll if they wish. You keep the higher score. This automatically reduces the chances of failure (I'm math-challenged so don't ask me to figure out exactly how much <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=";)" /> ). Add into that the use of 'bennies' to reroll trait tests and you further make it easier to succeed at easy tasks. Remember also that this is merely the quick test-drive rules. The actual rulebook is supposed to be more than 90 pages. Add in Edges, hindrances, etc and there will be a lot of ways to "break" the rules a little bit.</p><p></p><p>Also, remember, with your driving example, on average I'm not called on to perform other than routine driving tasks. Changing lanes, accelerating, decelerating. It's only when dangerous stuff happens that my real driving skills comes into effect. Any driving stats will tell you that accidents happen all the time.</p><p></p><p></p><p></p><p>Every comment on the Savage Worlds message-board that I've seen is pretty ecstatic about the quickness of the combat. </p><p></p><p>All it is is:</p><p></p><p>Melee: You try and roll the Target Number (TN) to hit (which is equal to the opponent's Parry Score).</p><p></p><p>Ranged: The base TN depends on range.</p><p></p><p>Now if you roll over that number, you determine damage (for melee its fixed -no rolling - you do your strength plus a weapon modifier). The Defender gets to check their toughness, and the difference over the Toughness check determines the damage. There's rules for doing extra damage to. </p><p></p><p>So in effect, there is only one extra role (only for ranged weapons). The system seems very streamlined and elegant. You don't have to keep track of endless mooks' hit points (when these guys are hit, they're removed. Only Wild Cards can take wounds.</p></blockquote><p></p>
[QUOTE="GreyOne, post: 307261, member: 858"] I'm glad some folks responded. I've been away for a week, so I'll just reply here. You're wrong here. Wild Cards get to roll an extra d6 which they can use to replace their skill die roll if they wish. You keep the higher score. This automatically reduces the chances of failure (I'm math-challenged so don't ask me to figure out exactly how much ;) ). Add into that the use of 'bennies' to reroll trait tests and you further make it easier to succeed at easy tasks. Remember also that this is merely the quick test-drive rules. The actual rulebook is supposed to be more than 90 pages. Add in Edges, hindrances, etc and there will be a lot of ways to "break" the rules a little bit. Also, remember, with your driving example, on average I'm not called on to perform other than routine driving tasks. Changing lanes, accelerating, decelerating. It's only when dangerous stuff happens that my real driving skills comes into effect. Any driving stats will tell you that accidents happen all the time. Every comment on the Savage Worlds message-board that I've seen is pretty ecstatic about the quickness of the combat. All it is is: Melee: You try and roll the Target Number (TN) to hit (which is equal to the opponent's Parry Score). Ranged: The base TN depends on range. Now if you roll over that number, you determine damage (for melee its fixed -no rolling - you do your strength plus a weapon modifier). The Defender gets to check their toughness, and the difference over the Toughness check determines the damage. There's rules for doing extra damage to. So in effect, there is only one extra role (only for ranged weapons). The system seems very streamlined and elegant. You don't have to keep track of endless mooks' hit points (when these guys are hit, they're removed. Only Wild Cards can take wounds. [/QUOTE]
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