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[Savage Worlds] New GM to SW and Sundered Skies...
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<blockquote data-quote="Greg K" data-source="post: 5794725" data-attributes="member: 5038"><p>It works great for fantasy. I will run it before any edition of D&D or any other fantasy game.</p><p></p><p> The problem is that, when it comes to fantasy gaming, many (and, almost assuredly, most) people only have experience with D&D (or D&D might be the only game that they know. They will be drawing comparisons without understanding the Savage Worlds system.</p><p></p><p> For example, most people don't realize that a d6 is actually being good in that area. A d6 or d8 is the skill level requirement to gain edges that give a +2 bonus. When TN 4 is, normally, what you are going to face outside of combat, a d6 means that you will only fail if you, simultaneously, roll 1's on you skil die and the wild die as you take the highest of the two. If you roll a six on either die, you, automatically, have your raise (and, for most things, you don't an extra bonuses for more than 1 raise). </p><p></p><p> Another example is lethality. Most people just coming in do not realize that you are supposed to adjust lethality for your setting (Thankfully, they added dials in Deluxe. Before that, you could go to the Moscow Connection to get the Gritty mods or some third parties for less lethal).</p><p></p><p>And, then, there is the versatility that Called Shots, Tricks and Test of Wills bring that are not apparent at first glance.</p><p></p><p>This is not to say that people might not have valid dislikes for mechanical style differences, power level differences, the use of trappings rather than 100's of ready made spells and powers, etc. It is just that not starting with fantasy allows players to learn the system and what it can do. Hence the advice, "Don't start with fantasy if you are coming from D&D".</p></blockquote><p></p>
[QUOTE="Greg K, post: 5794725, member: 5038"] It works great for fantasy. I will run it before any edition of D&D or any other fantasy game. The problem is that, when it comes to fantasy gaming, many (and, almost assuredly, most) people only have experience with D&D (or D&D might be the only game that they know. They will be drawing comparisons without understanding the Savage Worlds system. For example, most people don't realize that a d6 is actually being good in that area. A d6 or d8 is the skill level requirement to gain edges that give a +2 bonus. When TN 4 is, normally, what you are going to face outside of combat, a d6 means that you will only fail if you, simultaneously, roll 1's on you skil die and the wild die as you take the highest of the two. If you roll a six on either die, you, automatically, have your raise (and, for most things, you don't an extra bonuses for more than 1 raise). Another example is lethality. Most people just coming in do not realize that you are supposed to adjust lethality for your setting (Thankfully, they added dials in Deluxe. Before that, you could go to the Moscow Connection to get the Gritty mods or some third parties for less lethal). And, then, there is the versatility that Called Shots, Tricks and Test of Wills bring that are not apparent at first glance. This is not to say that people might not have valid dislikes for mechanical style differences, power level differences, the use of trappings rather than 100's of ready made spells and powers, etc. It is just that not starting with fantasy allows players to learn the system and what it can do. Hence the advice, "Don't start with fantasy if you are coming from D&D". [/QUOTE]
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