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<blockquote data-quote="Retreater" data-source="post: 8630541" data-attributes="member: 42040"><p>Yeah. I don't consider myself a gaming genius, but I do put a fair bit of work in understanding the systems I play (and GM). I'm not a slouch, and I obviously spend a lot of time gaming and thinking about gaming as a hobby (evidenced by being on this site). There's some disconnect between me and Savage Worlds. I've run numerous iterations of the d20 system, old school editions of D&D, percentage based games like Call of Cthulhu, Free League's Year Zero games, PbtA, Warhammer (though that one still sort of trips me up at times), and even GURPS - yet there's something that keeps tripping me up about Savage Worlds. While there's a combination of non-unified mechanics and grafted-on subsystems that befuddle me a bit from a standpoint of modern game design, I think the main thing that gets me is the math. It's not merely adding bonuses - it's rolling multiple dice, adding bonuses, subtracting penalties, dividing by different numbers, comparing and contrasting those based on the size of the enemy or its average ability die, etc. Then you get into the equipment numbers of adjusting your character's Toughness, subtracting the Armor Piercing of the weapons, etc. Then you roll again to dodge, soak the damage, shrug it off with metacurrency, etc. It just feels needlessly complex for a game that touts itself as being fast-paced and fun. </p><p>I've yet to have a fast-paced or fun experience with Savage Worlds, and I've been trying it for over a decade.</p></blockquote><p></p>
[QUOTE="Retreater, post: 8630541, member: 42040"] Yeah. I don't consider myself a gaming genius, but I do put a fair bit of work in understanding the systems I play (and GM). I'm not a slouch, and I obviously spend a lot of time gaming and thinking about gaming as a hobby (evidenced by being on this site). There's some disconnect between me and Savage Worlds. I've run numerous iterations of the d20 system, old school editions of D&D, percentage based games like Call of Cthulhu, Free League's Year Zero games, PbtA, Warhammer (though that one still sort of trips me up at times), and even GURPS - yet there's something that keeps tripping me up about Savage Worlds. While there's a combination of non-unified mechanics and grafted-on subsystems that befuddle me a bit from a standpoint of modern game design, I think the main thing that gets me is the math. It's not merely adding bonuses - it's rolling multiple dice, adding bonuses, subtracting penalties, dividing by different numbers, comparing and contrasting those based on the size of the enemy or its average ability die, etc. Then you get into the equipment numbers of adjusting your character's Toughness, subtracting the Armor Piercing of the weapons, etc. Then you roll again to dodge, soak the damage, shrug it off with metacurrency, etc. It just feels needlessly complex for a game that touts itself as being fast-paced and fun. I've yet to have a fast-paced or fun experience with Savage Worlds, and I've been trying it for over a decade. [/QUOTE]
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