Savage Worlds with no combat?

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?
Imho it depends on setting/used Companion books and what power/playstyle levers you use - SW is pretty nifty in that you can shift mechanics and power level of campaigns pretty radical. But generally yes, it plays the same even if the GM obviously have to step up the opposition. But it's not as radical as in say D&D 5e where the game goes from pretty deadly at lvl 1 to unkillable superheroes after lvl 10-12.

In my experience, the thing that affect playstyle, deadliness etc the most is how generous the GM is with Bennies. Me, I'm extremely generous with dealing out Bennies, since I know my players us them for fun/stupid/creative stuff and not hoarding them to be unstoppable in combat. I've had a player spend a her last Bennies to convince the royal tailor to prep the queens dress with itching powder for the gala. So in a way the players make their own choice of preferred playstyle and campaign focus. I love it.
 

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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?
We’ve just hit Heroic in the Savage Pathfinder campaign I am playing in. The great thing is that each fight can still be deadly and there is no need to have ‘speed bump’ combat to wear down resources. It can get a bit tense as combatants tend to be throwing around multiple dice of damage and Acing can suddenly snowball to deadly levels. The Wound Cap setting rule is importantly, here, to stop instant death sentences…
 

Speaking of Savage Pathfinder: I’m told that the adventure paths keep in the filler fights loop has any helpful obsessive twitch fan prepared a list of dispensable scenes for them?
 

Sounds like a blast!

Okay, looks like I need to blow the dust off my Tomb Raider adventure I was running for wife and maybe accelerate the progression so we can see what higher play looks like. :cool:
 

Speaking of Savage Pathfinder: I’m told that the adventure paths keep in the filler fights loop has any helpful obsessive twitch fan prepared a list of dispensable scenes for them?

Not that I have found. When I run them it will be one of the things I do. The official answer on why the adventures are a 1:1 is that different groups may find different combats as non-essential so that is left to the GM to decide.

@Jahydin - I love the system at every tier of play personally. SWADE will be great for a Tomb Raider inspired game!
 

But generally yes, it plays the same even if the GM obviously have to step up the opposition.
I didn't... didn't need to, as most of them upped the other skills they were using.
In my experience, the thing that affect playstyle, deadliness etc the most is how generous the GM is with Bennies. Me, I'm extremely generous with dealing out Bennies, since I know my players us them for fun/stupid/creative stuff and not hoarding them to be unstoppable in combat. I've had a player spend a her last Bennies to convince the royal tailor to prep the queens dress with itching powder for the gala. So in a way the players make their own choice of preferred playstyle and campaign focus. I love it.
There is that... but only if the GM and other players go along.
 

Speaking of Savage Pathfinder: I’m told that the adventure paths keep in the filler fights loop has any helpful obsessive twitch fan prepared a list of dispensable scenes for them?
You basically have three approaches to this trash fights. One ditch them entirely. Two combine them into larger fights as individually none of trash fights are significant on their own but combined they can be. Third you can use the Quick Encounter and Dramatic Task systems to get through them quickly while still having consequences attached.
 

One element I have used at conventions with regards to Bennies to good effect is to treat them kind of like a Momentum/Threat pool that shifts between the players and GM.

The GM pool Bennies start on the player side, but every time one gets used it goes into the GM pool. When the GM uses one or a player is rewarded a Bennie, they go out of the GM pool and back to the player pool, and so on.

Every player also starts with a Personal Bennie (plus any from edges) they can use without it going into the GM pool.

I do something similar with Force Points when running Star Wars d6, and pretty much any metacurrency I can make it work with.
 


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