Crimson_Blade
First Post
Wow, sounds really cool. What are its downsides?
The game doesn't actually revolve around miniatures -- it's probably less miniature-oriented than 3.5 -- but it's designed to be streamlined. In particular, you don't have to track hit points for every character, and skills aren't rated in bonuses but in the die you'll roll (e.g., d4 for unskilled, d12 for master, trying to get a 4 or higher).Crimson_Blade said:I've read that it's very concentrated on using miniatures, especially with its wargaming roots. Does this really add anything to the gameplay?
Shane said:As a Game Master:
1) I want a game that it's easy to make up monsters, NPCs, magic items, weapons, etc. on the fly. If I have to look up lots of charts and tables, add up points (as a GM, not a player), and so on, it's too complicated.
2) I want a game where "mooks" are either up, down, or off the table. I don't want to keep track of wounds for lesser NPCs--only important bad guys, villains, dragons, and so on.
3) I want a game that easily handles vehicles. The vehicle rules in many games require a PHD to decipher.
4) I want a game a non-gamer friend of mine can look at and understand *at a glance.* The basic rules for Savage Worlds can be described in one sentence.
5) I want a game that has a "spine" capable of gaming any genre, but allows me to insert special rules to tailor specific genres. Horror needs detailed fright tables, for instance, and a pulp heroes game needs to be less gritty and deadly than World War II.
7) As a GM, I want to roll *one* attack die for my bad guys to see if they hit, and I don't want to do any math to it. If three orcs gang up on a hero, I want to roll 3 dice, look for hits, and be done.
As a player I want:
1) I want a game that provides real depth for characters. I want to see my character grow, gain new special abilities, and even increase my skills and attributes.
2) I want a game that handles large battles fast. If my sergeant in World War II persuades the villagers to fight beside him, I want them on the table-top, not glossed over.
Update: After going round and round on this one a bit, what I was really after was reasonable speed--but more importantly--ease. I just don't want to do a lot of bookeeping during a fight.
3) I want my NPC allies to have names and at least a "personality" trait for each. If my Lt. in Vietnam needs to send someone to scout a hill, I want to know who's "Gung Ho," "Reliable," "Shifty," "Lazy," and so on.
4) I want a little control over the dice--like Fate Chips or bennies--so the hero I've been working on for a year doesn't drop dead because of one bad die roll. Two or three I can handle, but not one.
5) "Open ended die rolls." If I get lucky and roll that high number, I want to keep rolling and feel like I just conquered the world.
Gothmog said:Downside to SW is that it won't be as well supported as D&D or D20, and Pinnacle isn't going to come out with a ton of supplemental material for each of the campaign settings they put out. On the other hand, that could be a big plus since there won't be the dreaded D20 power creep from splatbook-o-mania!![]()
But if you're worried it won't be supported by the fans, then think again. There are already lots of sites with conversions of lots of other games. Check this site out for a bunch of FREE conversions. www.savageheroes.com
mmadsen said:5) "Open ended die rolls." If I get lucky and roll that high number, I want to keep rolling and feel like I just conquered the world.
I've also heard people say that the book isn't particular interesting to read, because the rules are so simple -- they just play well.paulewaug said:The core book is actually pretty slim at 143 pages, but it has been said that they "did more with less" and I think this comment is spot on. You do not have to lug around 3 core books plus add-ons.