Templeton580
Explorer
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If you learn the skill on the basic level, you have a d4. Without a -2. It's untrained d4-2, then d4, d6 etc. So you are not necessarily untrained when rolling a d4.
i dont think we have ever had a discussion about the % of the dice / target numbers
I did, in fact. And while your reaction has made me reconsider your posts intent, it doesn't make my statement(s) "silly."Dude, you didn't read my post, did you? Go back, read it again, and then realize why your statement is silly.
One that I never disputed.All I am saying is that when you want the final result on the dice, after considering all modifiers, to be a number of the form 2(n+1) where n is greater than 1, you succeed more often rolling d2n than you do with d2(n+1). This is a mathematical fact.
So why don't we?thatdarnedbob said:I'd rather be talking about the death spiral, which is perverse.
Did you miss the part where characters acquire Bennies during play? This is an intentional choice, one the rewards playing the character even when a detriment, being a hero, advancing the plot, and going along with GM fiat. All of those situations are supposed to generate a Benny. A player should be getting two to four bennies earned per session, and a player can fairly easily have eight or more as they roll into an particular encounter.thatdarnedbob said:And so is the Benny mechanic, where Bennies are almost solely used to prevent death in combat situations, but the rules include guidelines for them on a per session basis instead of a per encounter basis.
For an interesting variant on savage worlds, check out the cortex system, such as the Serenity RPG. It's similar to Savage Worlds, only die rolls do not ace, it has a hit point system, and attributes are more important.
Ironically, what you list there is exactly why I despise Cortex vs. SW. To each his own on that.
Although, Attributes are very important in SW - they determine cost advancement of skills and are used in gameplay almost as much as skills (Common Knowledge = Smarts, anything athletic not covered by a skill = Agility, Spirit to recover from Shaken, Vigor to Soak, etc).
The thing I really love about SW is it runs most genres very well (some better than others, obviously). We had our annual gamer gathering yesterday - 10 hours of hard gaming with some far-flung friends coming into town. It was all SW. I ran a combo pulp/weird wars II session and another GM ran supers. The players were a mix of veterans (heck, one writes for the some of the SW companies) to complete n00bs to the system. The ease that the system handle both genres still surprises me, and the near seamless transition that the players made between the games is fantastic.
On the HP thing - that one can be a shocker to some. The best advice I have heard is to intro players to SW with any genre BUT fantasy. D&D gets so ingrained into the psyche that just hearing the words "wizard, orc, dragon" immediately puts people into a mindset. That said, I run fantasy using SW side by side with another GM using 3.5 and it is holding up just fine.
I'm kind of curious to see if it's just the lack of granularity that annoys them, or the complete absence of hit points. I plan on running Shadowrun one of these days (gah!), and I suppose I'll find out then.
Y'know, every time I read my Savage Worlds' Explorer's edition, I feel the urge to play it. Eventually, this urge hits critical mass, and we play it. We play one or two sessions, and then decide we've had enough.