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Pathfinder Adventure Paths Are Coming To Savage Worlds!
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<blockquote data-quote="Sir Brennen" data-source="post: 8135580" data-attributes="member: 553"><p>The core SWADE mechanics handle bathing in dragon's breath just fine, without any changes. Not exactly the same as a d20 game, but it does.</p><p></p><p>(For those not familiar with SW, every 4 points over a character's Toughness inflicts one Wound. The character, if not a "mook" Extra, can take 3 Wounds before becoming Incapacitated on a fourth. Each Wound give the character a -1 on any of his rolls.</p><p></p><p>Damage dice can "explode", meaning if the max value is rolled on any die - a 6 on a d6, for example - then you roll it again and add to the total. Dice can explode multiple times.)</p><p></p><p>A dragon in SW does 3d6 damage with its breath weapon in a cone area. Average damage will be 11 points without an Acing (exploding) die.</p><p></p><p>Let's take a middling example character, Bob, with d8 Vigor and chain mail, giving them Toughness 9.</p><p></p><p>Bob is "essentially unscathed" by dragonfire in the following situations:</p><ul> <li data-xf-list-type="ul">Initial activation of the breath weapon (d10 and Wild Die vs Target of 4) has a small chance of missing targets altogether</li> <li data-xf-list-type="ul">Success on an Evasion roll, which all characters get unless surprised. A character with the Improved Dodge Edge has a +2 on this roll.</li> <li data-xf-list-type="ul">Any damage less than Bob's Toughness</li> <li data-xf-list-type="ul">Damage from 9 to 12, Bob is only Shaken</li> <li data-xf-list-type="ul">Damage 13 to 16, Bob takes a single Wound. Bob spends a Benny and succeeds on a Soak roll (odds are good), removing it.</li> <li data-xf-list-type="ul">Damage dice exploded and rolled 16 or higher, inflicting two or more Wounds. If Bob can't Soak all of these (likely), he's now got a problem. Luckily, the spellcaster can cast Heal. He does so, touching Bob and removing all his Wounds.</li> <li data-xf-list-type="ul">The party's spellcaster knew they were facing a dragon, and cast Environmental Protection on everyone, which prevents 4 Wounds from fire. Now the dragon's 3d6 would have to explode for at least <em>29 points of damage to inflict a single Wound</em>. (37 points if the spellcaster got a Raise.)</li> <li data-xf-list-type="ul">Bob has a Wound or two and drinks a Healing potion<span style="color: rgb(226, 80, 65)">*</span> to get rid of them.</li> <li data-xf-list-type="ul">The spellcaster is out of points, but he does have the Healing Skill and Healer Edge. If Bob has a couple of Wounds, the caster can still patch him up after combat, with a good chance of him fully recovering.</li> </ul><p><span style="color: rgb(226, 80, 65)">*</span><span style="font-size: 12px">Okay, a Healing Potion isn't covered in the Core SW, unless you're an Artificer, but they'll definitely be part of a fantasy setting, as they already exist in the current Fantasy Companion.</span></p><p></p><p>Now, if Bob and/or the party are low on resources (Bennies, power points, potions, still have Wounds), then he'll fight more cautiously, or even consider retreat. Probably not much different than a PF character with low HP knows a failed (or even successful) Save against the breath weapon will probably kill him.</p><p></p><p>I'm not saying gameplay of the AP in each system will be the same; it definitely will not be. But you can see that there's also some similarities. Even in just the above examples, there's a lot of the same fantasy game tropes (evasion, protection from elements, healing, etc.) I think SW can handle a Pathfinder fantasy AP just fine without trying to be PF <em>mechanically, </em>and still maintain the flavor of the setting and adventure.</p><p></p><p>I mean, the PEG team adapted frikkin' Rifts to great success, so I think they can handle something slightly less gonzo like Pathfinder.</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 8135580, member: 553"] The core SWADE mechanics handle bathing in dragon's breath just fine, without any changes. Not exactly the same as a d20 game, but it does. (For those not familiar with SW, every 4 points over a character's Toughness inflicts one Wound. The character, if not a "mook" Extra, can take 3 Wounds before becoming Incapacitated on a fourth. Each Wound give the character a -1 on any of his rolls. Damage dice can "explode", meaning if the max value is rolled on any die - a 6 on a d6, for example - then you roll it again and add to the total. Dice can explode multiple times.) A dragon in SW does 3d6 damage with its breath weapon in a cone area. Average damage will be 11 points without an Acing (exploding) die. Let's take a middling example character, Bob, with d8 Vigor and chain mail, giving them Toughness 9. Bob is "essentially unscathed" by dragonfire in the following situations: [LIST] [*]Initial activation of the breath weapon (d10 and Wild Die vs Target of 4) has a small chance of missing targets altogether [*]Success on an Evasion roll, which all characters get unless surprised. A character with the Improved Dodge Edge has a +2 on this roll. [*]Any damage less than Bob's Toughness [*]Damage from 9 to 12, Bob is only Shaken [*]Damage 13 to 16, Bob takes a single Wound. Bob spends a Benny and succeeds on a Soak roll (odds are good), removing it. [*]Damage dice exploded and rolled 16 or higher, inflicting two or more Wounds. If Bob can't Soak all of these (likely), he's now got a problem. Luckily, the spellcaster can cast Heal. He does so, touching Bob and removing all his Wounds. [*]The party's spellcaster knew they were facing a dragon, and cast Environmental Protection on everyone, which prevents 4 Wounds from fire. Now the dragon's 3d6 would have to explode for at least [I]29 points of damage to inflict a single Wound[/I]. (37 points if the spellcaster got a Raise.) [*]Bob has a Wound or two and drinks a Healing potion[COLOR=rgb(226, 80, 65)]*[/COLOR] to get rid of them. [*]The spellcaster is out of points, but he does have the Healing Skill and Healer Edge. If Bob has a couple of Wounds, the caster can still patch him up after combat, with a good chance of him fully recovering. [/LIST] [COLOR=rgb(226, 80, 65)]*[/COLOR][SIZE=3]Okay, a Healing Potion isn't covered in the Core SW, unless you're an Artificer, but they'll definitely be part of a fantasy setting, as they already exist in the current Fantasy Companion.[/SIZE] Now, if Bob and/or the party are low on resources (Bennies, power points, potions, still have Wounds), then he'll fight more cautiously, or even consider retreat. Probably not much different than a PF character with low HP knows a failed (or even successful) Save against the breath weapon will probably kill him. I'm not saying gameplay of the AP in each system will be the same; it definitely will not be. But you can see that there's also some similarities. Even in just the above examples, there's a lot of the same fantasy game tropes (evasion, protection from elements, healing, etc.) I think SW can handle a Pathfinder fantasy AP just fine without trying to be PF [I]mechanically, [/I]and still maintain the flavor of the setting and adventure. I mean, the PEG team adapted frikkin' Rifts to great success, so I think they can handle something slightly less gonzo like Pathfinder. [/QUOTE]
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