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Savage Worlds - do you tweak how skills work?
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<blockquote data-quote="amerigoV" data-source="post: 5826412"><p>Perhaps a better way to say it is that you can learn more at the same time. So if you are high Agility character, you can learn fighting AND shooting at the same rate that someone who is low Agility can only learn one of those skills.</p><p></p><p>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. </p><p></p><p>Its not that one must run the the RAW no matter what, but you see people trying to D&D-ize the game (to pick a culprit, since that is the game experience of many) right out of the box without running it for a campaign or two. Once the elegance and interplay is understood, the modifications people make to enhance their settings make more sense without killing the FFF of the system. As an example, to the Core rules I have only one House Rule - if you roll a 1/1, you cannot Bennie out of it (unless its insta-kill), but you get a Bennie for your troubles (cuz you are going to need it!). In the recent release of the Deluxe, they now have a "setting option" that is pretty darn close to that.</p><p></p><p>Less really is more in this system.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 5826412"] Perhaps a better way to say it is that you can learn more at the same time. So if you are high Agility character, you can learn fighting AND shooting at the same rate that someone who is low Agility can only learn one of those skills. 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. Its not that one must run the the RAW no matter what, but you see people trying to D&D-ize the game (to pick a culprit, since that is the game experience of many) right out of the box without running it for a campaign or two. Once the elegance and interplay is understood, the modifications people make to enhance their settings make more sense without killing the FFF of the system. As an example, to the Core rules I have only one House Rule - if you roll a 1/1, you cannot Bennie out of it (unless its insta-kill), but you get a Bennie for your troubles (cuz you are going to need it!). In the recent release of the Deluxe, they now have a "setting option" that is pretty darn close to that. Less really is more in this system. [/QUOTE]
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