Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Savage Worlds - do you tweak how skills work?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="amerigoV" data-source="post: 5825438"><p>Welcome to a better world (Savage!)</p><p></p><p>Those who first play the game tend to have that complaint, so you are not alone. But I urge you to play the game for awhile and not tinker. There is a ton of elegance in the system and making that change has a cascading effect. </p><p></p><p>High abilities are reflected in that its easier to learn an associated skill (you learn at half cost). Also, its cheaper to pick up a skill at character creation than later (so if you think you will eventually use Shooting, pick it up at creation and increase it later when you want). </p><p></p><p>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 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />). 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. </p><p></p><p>Plus, you will find them d4's Ace alot in critical situations. That is a great representation of beginners luck.</p><p></p><p>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).</p><p></p><p>(also doing it like Cortex is a huge shift in concept - like saying 3d6 to roll to hit for D&D instead of d20 - its a much different game despite the similarities on the surface).</p><p></p><p>You should pop over to PEG's website. Clint Black, the official question answer can give you much more information about this is a much more eloquent way than I just laid out.</p><p></p><p></p><p>an aside - for a Wild Card, you have a flat 35% of succeeding if my quick math works - a .1875 chance to get an ace and more than 1 on a d4 plus a .01667 chance to get a 6 on the d6. That ain't bad for a not knowing what you are doing.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 5825438"] Welcome to a better world (Savage!) Those who first play the game tend to have that complaint, so you are not alone. But I urge you to play the game for awhile and not tinker. There is a ton of elegance in the system and making that change has a cascading effect. High abilities are reflected in that its easier to learn an associated skill (you learn at half cost). Also, its cheaper to pick up a skill at character creation than later (so if you think you will eventually use Shooting, pick it up at creation and increase it later when you want). 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). (also doing it like Cortex is a huge shift in concept - like saying 3d6 to roll to hit for D&D instead of d20 - its a much different game despite the similarities on the surface). You should pop over to PEG's website. Clint Black, the official question answer can give you much more information about this is a much more eloquent way than I just laid out. an aside - for a Wild Card, you have a flat 35% of succeeding if my quick math works - a .1875 chance to get an ace and more than 1 on a d4 plus a .01667 chance to get a 6 on the d6. That ain't bad for a not knowing what you are doing. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Savage Worlds - do you tweak how skills work?
Top