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<blockquote data-quote="Flynn" data-source="post: 4236495" data-attributes="member: 1836"><p>I used the Arcane Background right out of the book. You choose 3 of the powers provided with Magic, or 2 with Miracles, and use your arcane skill roll (your magic skill) to see how success you are. Your power is limited by a Power Pool that recovers at a slow hourly rate.</p><p></p><p>The system appears to be limiting when you first read it, and in some cases, I suppose it could be, to have so few powers. However, it's often been my experience that players tend to gravitate to only a few specific spells in D&D that they use all the time. SW duplicates that feel pretty well. You can always spend an Edge to get a new power to choose from or more Power Points to spend, too, so becoming more powerful magically is not a problem, if that's what you want to do with your character.</p><p></p><p>Also, as you've noticed, there are alternate magic systems for SW with some of the settings, and it wouldn't be that hard to convert something like Elements of Magic: Mythic Earth to SW, since it's a skill-based approach to magic.</p><p></p><p>All told, Savage Worlds is a game that is best played before making a final decision on it. Give it three tries, as either a player or a GM, and then decide. The first time I GM'd it, I fell in love with it, for its extreme ease in prep and in running games off the cuff. It's now my go-to system of choice.</p><p></p><p>In many ways, it has the versatility of Grim Tales, taken to the next degree. I've played Tron and Paranoia using the SW rules, and I'm running a fantasy campaign that would carries the feel I wanted from my D20 games. I've run a few pulp scenarios, a science fiction scenario, and I haven't even scratched the surface of its versatility.</p><p></p><p>Oh, and the core rulebook is a complete game for only $10. The toolkits and settings I mention in my thread in response to others' questions are simply icing on the cake, and not needed to enjoy the system in your own personal setting. (I still recommend the bestiaries, but there's also a free one that can cover a lot of bases for you.)</p><p></p><p>Hope This Helps,</p><p>Flynn</p></blockquote><p></p>
[QUOTE="Flynn, post: 4236495, member: 1836"] I used the Arcane Background right out of the book. You choose 3 of the powers provided with Magic, or 2 with Miracles, and use your arcane skill roll (your magic skill) to see how success you are. Your power is limited by a Power Pool that recovers at a slow hourly rate. The system appears to be limiting when you first read it, and in some cases, I suppose it could be, to have so few powers. However, it's often been my experience that players tend to gravitate to only a few specific spells in D&D that they use all the time. SW duplicates that feel pretty well. You can always spend an Edge to get a new power to choose from or more Power Points to spend, too, so becoming more powerful magically is not a problem, if that's what you want to do with your character. Also, as you've noticed, there are alternate magic systems for SW with some of the settings, and it wouldn't be that hard to convert something like Elements of Magic: Mythic Earth to SW, since it's a skill-based approach to magic. All told, Savage Worlds is a game that is best played before making a final decision on it. Give it three tries, as either a player or a GM, and then decide. The first time I GM'd it, I fell in love with it, for its extreme ease in prep and in running games off the cuff. It's now my go-to system of choice. In many ways, it has the versatility of Grim Tales, taken to the next degree. I've played Tron and Paranoia using the SW rules, and I'm running a fantasy campaign that would carries the feel I wanted from my D20 games. I've run a few pulp scenarios, a science fiction scenario, and I haven't even scratched the surface of its versatility. Oh, and the core rulebook is a complete game for only $10. The toolkits and settings I mention in my thread in response to others' questions are simply icing on the cake, and not needed to enjoy the system in your own personal setting. (I still recommend the bestiaries, but there's also a free one that can cover a lot of bases for you.) Hope This Helps, Flynn [/QUOTE]
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