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Savage Worlds: Question for Ari
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<blockquote data-quote="Wik" data-source="post: 5266367" data-attributes="member: 40177"><p>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. </p><p></p><p>Things that get in the way of our fun:</p><p></p><p>1) Not enough variation in skill levels: there are only five "levels" to a skill (d4, d6, d8, d10, d12). It is possible to have a character who starts with maximum level in a skill - especially if they're a spellcaster. This is a "meh" for us.</p><p></p><p>2) No hit points. Or, to put it another way, the damage system annoys the majority of my players. I like how it works on the GM's end, but the players are not fans.</p><p></p><p>3) Healing Rules are confusing, and we don't like them. Personal preference, really.</p><p></p><p>4) Death Spiral is crazy. I like death spirals, I really do. And a few of my players do, as well. We have one who absolutely hates them, though, so it's kind of a wash. But the Savage Worlds death spiral is insanely crazy, unless characters are built to avoid it. And where's the fun in that? The idea of houseruling away the death spiral is an interesting one, that amazingly never occured to me.</p><p></p><p>5) You don't get enough points in Character Creation... at least, it always feels that way to me.</p><p></p><p>6) It's a classless system, which means any character can use any weapon... or wear any armour... unless you fiddle with the core of the game. This may be fine for you, but I always get bugged by the wizards in plate mail with two-handed swords. <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=":)" /> </p><p></p><p>Anyways, those are my six big beefs with the system. All that being said, it is an AMAZING system to GM for, and you can really play around with it. Last time I ran it, my group of five players each had a PC, and two NPCs, under their control. That's 15 characters, and I would run fights against an equal number of bad guys, and the fights were STILL faster than pretty much any edition of D&D out there. </p><p></p><p>Also, it's incredibly easy to do some worldbuilding. I know a lot of people here talk about the plot points campaign settings, but for me, the real charm of the game is in how you can create your own campaign that actually follows the idea in your head, as opposed to trying to find a middle ground between your awesome idea and the rules you plan on using. </p><p></p><p>Savage Worlds is a great game, and it has a lot of very rabid, diehard fans. And rightfully so. Unfortunately, it does not mesh well with my group.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Wik, post: 5266367, member: 40177"] 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. Things that get in the way of our fun: 1) Not enough variation in skill levels: there are only five "levels" to a skill (d4, d6, d8, d10, d12). It is possible to have a character who starts with maximum level in a skill - especially if they're a spellcaster. This is a "meh" for us. 2) No hit points. Or, to put it another way, the damage system annoys the majority of my players. I like how it works on the GM's end, but the players are not fans. 3) Healing Rules are confusing, and we don't like them. Personal preference, really. 4) Death Spiral is crazy. I like death spirals, I really do. And a few of my players do, as well. We have one who absolutely hates them, though, so it's kind of a wash. But the Savage Worlds death spiral is insanely crazy, unless characters are built to avoid it. And where's the fun in that? The idea of houseruling away the death spiral is an interesting one, that amazingly never occured to me. 5) You don't get enough points in Character Creation... at least, it always feels that way to me. 6) It's a classless system, which means any character can use any weapon... or wear any armour... unless you fiddle with the core of the game. This may be fine for you, but I always get bugged by the wizards in plate mail with two-handed swords. :) Anyways, those are my six big beefs with the system. All that being said, it is an AMAZING system to GM for, and you can really play around with it. Last time I ran it, my group of five players each had a PC, and two NPCs, under their control. That's 15 characters, and I would run fights against an equal number of bad guys, and the fights were STILL faster than pretty much any edition of D&D out there. Also, it's incredibly easy to do some worldbuilding. I know a lot of people here talk about the plot points campaign settings, but for me, the real charm of the game is in how you can create your own campaign that actually follows the idea in your head, as opposed to trying to find a middle ground between your awesome idea and the rules you plan on using. Savage Worlds is a great game, and it has a lot of very rabid, diehard fans. And rightfully so. Unfortunately, it does not mesh well with my group. 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. [/QUOTE]
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