aramis erak
Legend
Bennies, dude... Bennies are not a trad thing.But by the book and raw, I think that SW doesn't play any different than any other trad rpg with skills.
Bennies, dude... Bennies are not a trad thing.But by the book and raw, I think that SW doesn't play any different than any other trad rpg with skills.
I give you that, it's a big part of why SW is my fave system. What I meant was rather that any system can be played with out combat - mosts trad systems are very focused on the combat party, so it depends a lot on GM fiat and improv to work no matter what system.Bennies, dude... Bennies are not a trad thing.
I've never been able to play SW long enough to get my players to the Veteran power levels, have you? Does the game more or less play the same?Savage World is my goto system as a perma-GM, and we usually play very rp heavy campaigns with a low amount of combat and a focus on conspiracy, mystery and intrigue.
my best (most reliable attendance) was hitting 9th level just before the finale, most were 7th... it made some difference, in terms of the special abilities, but that's still not a huge one; it's comparable to shifting from 3rd to 5th level D&D going from 1st to 9th in SavW.I've never been able to play SW long enough to get my players to the Veteran power levels, have you? Does the game more or less play the same?
I've never been able to play SW long enough to get my players to the Veteran power levels, have you? Does the game more or less play the same?
Yes! I've got a group all the way up to 19, and the best part is: combat is still scary.I've never been able to play SW long enough to get my players to the Veteran power levels, have you? Does the game more or less play the same?
Never heard of strain, will certainly look it up though. Seems to help one of the major issues of the system.It plays more or less the same, only characters are busting out some seriously powerful (and fun) edges and tricks, and your enemy selection has to get much more deliberate and careful not to unbalance the parry + toughness thresholds so that combat doesn't bog down (unless you use the Strain house rules I posted in a different thread, in which case you can have fun tactically using strain to complement how enemy combatants are worn down).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.