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Savage Worlds vs 13th Age
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<blockquote data-quote="kronovan" data-source="post: 9344294" data-attributes="member: 6775134"><p>Even though the systems are different, I'd say you're right to compare them since Pinnacle Entertaiment has now published Savage Pathfinder. Classes in 13th Age are containers for powers and feats (like 4e), so in a sense there more akin to SW's archetypes with their edges and arcane powers (if an Arcane Background PC) than most D&D editions. As has already been pointed out though, the core play mechanics (especially dice) are very different.</p><p></p><p>I've run much more SW than 13th Age, but were I to want to run Epic/High fantasy like D&D settings, I'd choose 13A. It's more than doable to adapt it to other settings and there are already 3rd party Fantasy settings that support it like Midgard World and Glorantha. I'm a fan of Midgard and have been adapting the Midgard Bestiary (publication that also contains Midgard races and icons for 13A) to a virtual tabletop. For adventures, for the most part it's as easy as finding 13A equivalents. The bestiary is a snap in my VTT, because it has a parcer that almost flawlesslly builds those copied in from a PDF. Otherwise monsters can be a challenge, because they're quite complex in 13A - more so than 4e. There's decisions and maybe even a few compromises that'd need to be made in adapting some monsters from other settings. The features of monsters are discussed at length in the 13A 1e crb (not sure about 2e), so that helps with knowing how and what to adapt.</p><p></p><p>I've run a number of Sword & Sorcery settings with SW and IMO it's very good for supporting them. It'd be my choice for that genre over 13A, as it would also be if I wanted to run something that was Historical Fantasy.</p><p></p><p>Those are all fairly extreme statements/examples, all of which I could counter. I'm not going to bother though, because I get it...you don't like Savage Worlds and not every TTRPG is for everyone - c'est la vie.</p></blockquote><p></p>
[QUOTE="kronovan, post: 9344294, member: 6775134"] Even though the systems are different, I'd say you're right to compare them since Pinnacle Entertaiment has now published Savage Pathfinder. Classes in 13th Age are containers for powers and feats (like 4e), so in a sense there more akin to SW's archetypes with their edges and arcane powers (if an Arcane Background PC) than most D&D editions. As has already been pointed out though, the core play mechanics (especially dice) are very different. I've run much more SW than 13th Age, but were I to want to run Epic/High fantasy like D&D settings, I'd choose 13A. It's more than doable to adapt it to other settings and there are already 3rd party Fantasy settings that support it like Midgard World and Glorantha. I'm a fan of Midgard and have been adapting the Midgard Bestiary (publication that also contains Midgard races and icons for 13A) to a virtual tabletop. For adventures, for the most part it's as easy as finding 13A equivalents. The bestiary is a snap in my VTT, because it has a parcer that almost flawlesslly builds those copied in from a PDF. Otherwise monsters can be a challenge, because they're quite complex in 13A - more so than 4e. There's decisions and maybe even a few compromises that'd need to be made in adapting some monsters from other settings. The features of monsters are discussed at length in the 13A 1e crb (not sure about 2e), so that helps with knowing how and what to adapt. I've run a number of Sword & Sorcery settings with SW and IMO it's very good for supporting them. It'd be my choice for that genre over 13A, as it would also be if I wanted to run something that was Historical Fantasy. Those are all fairly extreme statements/examples, all of which I could counter. I'm not going to bother though, because I get it...you don't like Savage Worlds and not every TTRPG is for everyone - c'est la vie. [/QUOTE]
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