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Savage Worlds - New player, comments and questions
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<blockquote data-quote="Zadmar" data-source="post: 7955766" data-attributes="member: 6700109"><p>The main change to the magic system lies in the trappings. In SWEX (which is when I started) trappings were primarily descriptive (e.g., calling your blast power "fireball"), but the Fantasy Companion expanded them with new rules and examples, allowing the mechanics of the powers to be adjusted as well.</p><p></p><p>Those trapping rules were incorporated into the next edition of the rules (SWD) and fleshed out with even more extensive examples. The book described them as "the heart and soul of the powers system". Newcomers to Savage Worlds would sometimes complain about only having a small list of bland powers, and the standard response was to explain how those powers were just starting templates, that the GM or even players could use them to create almost any spell they wanted. I created a free fan splat <a href="http://www.godwars2.org/SavageWorlds/SavageSpellbook.pdf" target="_blank"><strong>here</strong></a> with some examples (each with a design note) if you're interested.</p><p></p><p>In SWADE, the trappings can no longer change the mechanics, they're just descriptive. I mean sure, they still interact with the target's vulnerabilities (e.g., a creature with resistance to fire will suffer less damage from a fireball), but the mechanics of the power itself no longer change. Instead, there's now a series of generic modifiers that can be applied to any power on the fly.</p><p></p><p>This obviously makes spellcasters much more versatile (which is something many players like), but it also makes them much more generic -- if two spellcasters have the same power, they will both be able to use it in exactly the same way.</p><p></p><p>Aside from that, the Arcane Backgrounds have been streamlined and are now almost identical. In SWD, there were distinct mechanical differences between Weird Science, Miracles, Magic, Super Powers, etc. In SWADE, most of the differences have been dropped.</p><p></p><p>There are other changes as well, many of which have made Arcane Backgrounds even stronger (and they were already a strong choice) -- Backlash is now very rare, durations are longer, Power Points are recovered much faster, you can spend a Benny to instantly recover 5 Power Points, and so on. You can also take multiple Arcane Backgrounds now, which is something explicitly prohibited in the old edition.</p><p></p><p>Some of the overpowered powers from SWD (like Quickness) have been nerfed, but others are now stronger (particularly now that you can repeat actions, allowing players to cast up to three spells per round).</p></blockquote><p></p>
[QUOTE="Zadmar, post: 7955766, member: 6700109"] The main change to the magic system lies in the trappings. In SWEX (which is when I started) trappings were primarily descriptive (e.g., calling your blast power "fireball"), but the Fantasy Companion expanded them with new rules and examples, allowing the mechanics of the powers to be adjusted as well. Those trapping rules were incorporated into the next edition of the rules (SWD) and fleshed out with even more extensive examples. The book described them as "the heart and soul of the powers system". Newcomers to Savage Worlds would sometimes complain about only having a small list of bland powers, and the standard response was to explain how those powers were just starting templates, that the GM or even players could use them to create almost any spell they wanted. I created a free fan splat [URL='http://www.godwars2.org/SavageWorlds/SavageSpellbook.pdf'][B]here[/B][/URL] with some examples (each with a design note) if you're interested. In SWADE, the trappings can no longer change the mechanics, they're just descriptive. I mean sure, they still interact with the target's vulnerabilities (e.g., a creature with resistance to fire will suffer less damage from a fireball), but the mechanics of the power itself no longer change. Instead, there's now a series of generic modifiers that can be applied to any power on the fly. This obviously makes spellcasters much more versatile (which is something many players like), but it also makes them much more generic -- if two spellcasters have the same power, they will both be able to use it in exactly the same way. Aside from that, the Arcane Backgrounds have been streamlined and are now almost identical. In SWD, there were distinct mechanical differences between Weird Science, Miracles, Magic, Super Powers, etc. In SWADE, most of the differences have been dropped. There are other changes as well, many of which have made Arcane Backgrounds even stronger (and they were already a strong choice) -- Backlash is now very rare, durations are longer, Power Points are recovered much faster, you can spend a Benny to instantly recover 5 Power Points, and so on. You can also take multiple Arcane Backgrounds now, which is something explicitly prohibited in the old edition. Some of the overpowered powers from SWD (like Quickness) have been nerfed, but others are now stronger (particularly now that you can repeat actions, allowing players to cast up to three spells per round). [/QUOTE]
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