Savage Worlds: Casters Rule, Martials Drool?

Werebat

Explorer
I'm debating whether or not I'd rather run 5th Edition D&D or Savage Worlds as my next campaign.

One thing I dislike about 3.x/PF (which is what I've been running for the last few years) is the phenomenon of casting classes having a lot more power than non-casters (with a few exceptions -- PF Gunslinger, I'm looking at you!)

I ask those of you with experience in Savage Worlds -- how is this situation in SW? Does everyone seem to end up taking casting ability if it's an option? Or no?
 

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I'm not hugely experienced with the system, but from what I saw this is not an issue with it. Magic in SW is an option that is viable as much as others, give or take.
 

No. Not even close. In fact, depending on the character concept, it's debatable whether the situation isn't reversed--a well-optimized martial character is probably going to be more effective in more situations than a caster.

Now, in the right situation, the caster may have a tactical advantage, possibly a big one. But outside of those areas, there's no disparity. Casting in Savage Worlds requires a significant investment of character generation resources, resources that the martial characters get to put toward their area of focus right away. And if your character tries to min-max too far with magic AND martial abilities, your players are going to end up with characters with easily-exploitable flaws, should you as a GM choose to test the PCs.
 
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Innerdude got it right.

Arcane Backgrounds in Savage worlds are just edges, getting one is an edge, gaining powers are edges, gaining more power points is an edge.

So a magic user in savage worlds is spending the same game currency (Edges) to do what he can do. Basicaly in D&D terms, all magic is feat based. So a fighter getting his feats and a wizard spendin his feats for magic, more spells and more mana. It's about even.
 

One other major point to consider is that you don't need to commit to being a caster, you can just dabble if you wish. In D&D 3.5, taking one or two levels of wizard is a bit of a waste in the long run, as your spells will be obsolete at the higher levels. But in Savage Worlds the powers will always be useful, so you could buy the Arcane Background Edge during character creation and start with d6 in your arcane skill, and even if you don't take any other powers or related boosts, that Arcane Background would remain a solid investment.

It's also worth stressing the importance of trappings. Despite it's name, there's nothing stopping you from taking Arcane Background and using it to represent specialised non-magical combat training. For example you could take the Armour, Deflection and Speed powers, give them martial trappings, and call them "iron body", "whirlwind defence" and "lunge". Power Points could represent chi, or stamina, or simply an abstract limit on how often you can use your special techniques.
 

It's also worth stressing the importance of trappings. Despite it's name, there's nothing stopping you from taking Arcane Background and using it to represent specialised non-magical combat training. For example you could take the Armour, Deflection and Speed powers, give them martial trappings, and call them "iron body", "whirlwind defence" and "lunge". Power Points could represent chi, or stamina, or simply an abstract limit on how often you can use your special techniques.

Exactly! The magic system isn't broken and is a lot more flexible than D&D style magic. Trappings also let you do a million things with a handful of powers.

In my experience, as a player and GM, the magic is good. A caster is very potent, but it doesn't overshadow the group. Casters still need help, they are often fragile, and they can burn off bennies trying to avoid blacklash rolls. Also, for big flashy spells that deal lots of damage, there are often weapons that can do similar things. Particularly outside fantasy. In fantasy games, casters act a bit more like artillery.
 

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