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Savage Worlds Quibbles...am I correct?
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<blockquote data-quote="scourger" data-source="post: 2519322" data-attributes="member: 12328"><p>Well, after the past several years of running d20 nigh exclusively, I've run Savage Worlds (SW) for the past 3 weeks, two of which have been in the Tour of Darkness setting. I really like the game for that Viet Nam War setting, but I am not sure how it would play for a fantasy game. Much of the core material is for for pulp & war-gaming, but the revised book has many interesting options for classic swords & sorcery play. I would probably use it for a low (or rare) magic fnatasy game if I were to try fantasy. Otherwise, I think it would be more fun to bring some SW streamlined mechanics to d20 D&D (card-based initiative is easy, toughness & wounds are more difficult). For SW fantasy, I would either convert the module CN3 Conan Triumphant or pick up the Evernight sourcebook. If it's as good as ToD, then it would be a lot of fun to play. </p><p></p><p>Back on topic, here are my responses to the original points:</p><p></p><p>1. SW is complicated enough for my players to feel like they're playing RPG PCs, but simple enough for me to run it like a wargame. As a GM, I don't want to have to stat out all the bad guys or keep track of them individually in combat. But, the players are focused on just 1 character so can really keep tabs on all their gear, abilities, etc. It's streamlined, but there is plenty of detail there to keep it interesting.</p><p></p><p>2. In addition to the exploding dice, I'll add that a fighting raise lets you add 1d6 to damage rolls. So, a highly skilled fighter may do more damage than a very strong fighter. Also, it's a trait test for melee damage, so you can reroll with a bennie. To me, this is what keeps melee combat interesting versus missile combat.</p><p></p><p>3. For headshots, the -4 to hit is a big penalty. +4 damage is pretty big, too; but it's a head shot after all. My little min/maxers haven't been taking too many headshots, so it doesn't seem unbalanced. </p><p></p><p>Bottom line: give SW a try. I find it a very different <em>style</em> of play. I spend only 10%-25% of the time I usually spend preparing for a d20 game. Last time, I rolled the evening's adventure <em>at the table</em> and it was awesome. The game really can be fast, furious & fun.</p></blockquote><p></p>
[QUOTE="scourger, post: 2519322, member: 12328"] Well, after the past several years of running d20 nigh exclusively, I've run Savage Worlds (SW) for the past 3 weeks, two of which have been in the Tour of Darkness setting. I really like the game for that Viet Nam War setting, but I am not sure how it would play for a fantasy game. Much of the core material is for for pulp & war-gaming, but the revised book has many interesting options for classic swords & sorcery play. I would probably use it for a low (or rare) magic fnatasy game if I were to try fantasy. Otherwise, I think it would be more fun to bring some SW streamlined mechanics to d20 D&D (card-based initiative is easy, toughness & wounds are more difficult). For SW fantasy, I would either convert the module CN3 Conan Triumphant or pick up the Evernight sourcebook. If it's as good as ToD, then it would be a lot of fun to play. Back on topic, here are my responses to the original points: 1. SW is complicated enough for my players to feel like they're playing RPG PCs, but simple enough for me to run it like a wargame. As a GM, I don't want to have to stat out all the bad guys or keep track of them individually in combat. But, the players are focused on just 1 character so can really keep tabs on all their gear, abilities, etc. It's streamlined, but there is plenty of detail there to keep it interesting. 2. In addition to the exploding dice, I'll add that a fighting raise lets you add 1d6 to damage rolls. So, a highly skilled fighter may do more damage than a very strong fighter. Also, it's a trait test for melee damage, so you can reroll with a bennie. To me, this is what keeps melee combat interesting versus missile combat. 3. For headshots, the -4 to hit is a big penalty. +4 damage is pretty big, too; but it's a head shot after all. My little min/maxers haven't been taking too many headshots, so it doesn't seem unbalanced. Bottom line: give SW a try. I find it a very different [I]style[/I] of play. I spend only 10%-25% of the time I usually spend preparing for a d20 game. Last time, I rolled the evening's adventure [I]at the table[/I] and it was awesome. The game really can be fast, furious & fun. [/QUOTE]
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