Piratecat
Sesquipedalian
1930's pulp. Very Doc Savage or Sky Captain.Just curious - whats the setting/genre?
1930's pulp. Very Doc Savage or Sky Captain.Just curious - whats the setting/genre?
1930's pulp. Very Doc Savage or Sky Captain.
Untrained means you have no idea what you are doing. Lets take fighting - I am sure the first time someone steps into the boxing ring with someone who knows what they are doing will get their clock cleaned (d4-2). Now, you might learn quick if you have natural ability, but it is a skill, and it must be learned (just like D&D must be UnLearned). Let take it to another skill - survival (Smarts). If you have no basic survival training, you are not going to survive if you get dumped in the desert. Being Smart allows you to learn, but it does not magically give you all the options.
Plus, you will find them d4's Ace alot in critical situations. That is a great representation of beginners luck.
Finally, the ability scores in Savage Worlds are much more important than in (say) D&D. Agility tricks, Smarts Tricks, Vigor rolls (Soaking damage), Spirit to come off Shaken, and Str for damage. Making them even more important will really skew the game in favor of Ability scores (which pulls people away from taking cool stuff like Edges or Skills when they get an Advance).
I'll just say this - after playing SW for about 2 years in a varity of genres after being a dedicated D&Der, the Attribute/Skill link now feels very natural. Its one of those things that is different from other games and people immediately want to change it. "It does not make sense" tends to come from the context of other game experience (kinda like if you intro someone to TTRPGs and they ask "where is the board?"). You can always tell the new people on PEG's boards when they try to convert their favorite D&D setting - they are trying to covert every Feat/Power in the book instead of stepping back and figuring out what really provides the flavor of the setting. They try tinkering with the attributes/skills, roll a d20 for initiative instead of the cards, less Acing, graph back on HPs. All that is fine, but what you find is it strips away the Fast! Furious! Fun! of the game.
As an example, to the Core rules I have only one House Rule
Yep. I honestly don't think that Savage Worlds is ever going to be my system of choice, but I want a nice robust system for pulpy high-action games. I'm sure hoping this turns out to be it.
Do you guys have a preferred character generator online anywhere?
You know the gamers that have been at it a while over the younger ones, because us old guys look for a system that fits the story we want to tell, instead of trying to cram a square story in an oval system.

So what do other people think? Is it just me? Is there a good solution I'm missing?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.