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Savage Worlds War of the Dead - Session 1 Recap
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<blockquote data-quote="S'mon" data-source="post: 6027753" data-attributes="member: 463"><p>Cool account - interesting to see how another group did this.</p><p></p><p></p><p></p><p>When I played, this critical failure rule was one of the worst things in the game - having my Glock 9mm explode in my hands just felt completely ridiculous in what was supposed to be a semi-realistic scenario (with zombies). What is this, the 16th century? IMO the only plausible result from a critical failure would be that the gun jams and needs to be cleared, ie something that actually happens IRL, and that would be quite bad enough when zombies are trying to chomp you. The designers should have specified some plausible results.</p><p>It also seemed weird that NPC non-Wildcards could never suffer crit failures since they didn't roll a wild die. Very poor design IMO.</p><p></p><p>The -4 headshot penalty felt overly harsh to me; it might make sense shooting at a dodging human; not so much vs a shuffling zombie. This was badly exacerbated in the game I played by the GM sticking on another -4 Darkness penalty any time light conditions were sub-optimal. The result was that shooting zombies was practically impossible, and with PCs so hard to take down fights became extremely grindy. We tended to run away more from boredom than fear.</p></blockquote><p></p>
[QUOTE="S'mon, post: 6027753, member: 463"] Cool account - interesting to see how another group did this. When I played, this critical failure rule was one of the worst things in the game - having my Glock 9mm explode in my hands just felt completely ridiculous in what was supposed to be a semi-realistic scenario (with zombies). What is this, the 16th century? IMO the only plausible result from a critical failure would be that the gun jams and needs to be cleared, ie something that actually happens IRL, and that would be quite bad enough when zombies are trying to chomp you. The designers should have specified some plausible results. It also seemed weird that NPC non-Wildcards could never suffer crit failures since they didn't roll a wild die. Very poor design IMO. The -4 headshot penalty felt overly harsh to me; it might make sense shooting at a dodging human; not so much vs a shuffling zombie. This was badly exacerbated in the game I played by the GM sticking on another -4 Darkness penalty any time light conditions were sub-optimal. The result was that shooting zombies was practically impossible, and with PCs so hard to take down fights became extremely grindy. We tended to run away more from boredom than fear. [/QUOTE]
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Savage Worlds War of the Dead - Session 1 Recap
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