Savage Worlds

As for advancement I admit I have not run the game, it just seems like there is not much room for growth. It just seems to support short term games... which is ok

I also do not like expoding dice and never have. I like short skills lists, but I would prefer something different between bows, throwing daggers, and assault rifles.

I have thought a lot about re-working the system to keep the basic, mostly by dropping exploding dice... just have not worked it out yet
 

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Aaron2 said:
But with exploding dice you might end up needing more. Plus due to raises, the number of hits might all have different damage rolls despite them coming from identically equipped orcs. Aaron

You roll damage seperately. Once an attack gets a raise, you'll add a d6 to the damage dice and you're done with the attack roll.
 

Von Ether said:
You roll damage seperately. Once an attack gets a raise, you'll add a d6 to the damage dice and you're done with the attack roll.

Exactly. Though with aces on the damage, you might have to roll a few more time. For our group, the big roll of the night is half the fun ("WHOA! 44 points of damage on a d6 +2!!"). A couple of folks on this thread have mentioned their dislike of open-ended rolls, but not what it is about them they dislike. They are fun, realistic within the context of the rules, and are resolved quickly. What's not to like? ;)
 

I used to be a big fan of Shane and his work. I have just about every product produced for the classic Deadlands game. The design was fantastic, the books entertaing to read. I did my share to support the company when they had all the problems a few years ago.

When his company finaly gets on it's feet, how does he reward his long time customers? He dumps the product they have been supporting pinnacle for. The new version of Deadlands, Deadlands Reloaded, is going to be SW.

His primary reaso for dopping Deadlands boils down to it not being "new" enough. Though he did say he may put out a pdf product for classic fans that includes some of the new info from Reloaded.... Bah, thanks a lot.

Sorry for the rant. Though, I would hesitate to purchase SW. From past experince, it will be supported until they get a good size fan base, the company will get into a tight space, they will ask the fans to bear with them, it will be worth it, then it will be on to the next thing to keep them afloat.
 

kengar said:
A couple of folks on this thread have mentioned their dislike of open-ended rolls, but not what it is about them they dislike. They are fun, realistic within the context of the rules, and are resolved quickly. What's not to like? ;)


OK I don't think they are realistic...I think they are just 'random', but it is all about personal likes/idislikes. I like carrots also WHY DOESN'T EVERYONE ;)
 

Karl Green said:
I like short skills lists, but I would prefer something different between bows, throwing daggers, and assault rifles.
Of course, D&D/d20 uses one quasi-skill (BAB) for fists, flails, swords, lances, bows, throwing daggers, and assault rifles.
 

kengar said:
A couple of folks on this thread have mentioned their dislike of open-ended rolls, but not what it is about them they dislike.
I'm not too fond of the odd probabilities associated with them (I prefer to be able to easily determine the % chance of success). What bothers me more, however, is that the player needs to determine before hand which die is needed for each particular action; its possible for him to roll the die only to realize later that he rolled the wrong one. At least SW doesn't modify the die used based on the situation. I prefer that when a player states his action he rolls a d20 (or 3d6 or whatever) before I need (as DM) to determine the exact skill or modifiers. I find its easier for new players to just learn that whenever they do anything they roll the same die and I tell them if they succeed, rather than force the newbie to search through an unfamiliar character sheet to see which of the list of skills most pertains to the action they want to do.

As to Deadlands, I thought that SW was based on the short-lived Deadlands mini game: Railwars. I wish I could find a copy of that, it looked cool.


Aaron
 

mmadsen said:
Of course, D&D/d20 uses one quasi-skill (BAB) for fists, flails, swords, lances, bows, throwing daggers, and assault rifles.

Never said that I liked that about D&D/d20 :D maybe I just would prefer a different name 'Shot' just makes me think guns
 

Aaron2 said:
I'm not too fond of the odd probabilities associated with them (I prefer to be able to easily determine the % chance of success). What bothers me more, however, is that the player needs to determine before hand which die is needed for each particular action; its possible for him to roll the die only to realize later that he rolled the wrong one. At least SW doesn't modify the die used based on the situation. I prefer that when a player states his action he rolls a d20 (or 3d6 or whatever) before I need (as DM) to determine the exact skill or modifiers. I find its easier for new players to just learn that whenever they do anything they roll the same die and I tell them if they succeed, rather than force the newbie to search through an unfamiliar character sheet to see which of the list of skills most pertains to the action they want to do.

Aaron

I suggest giving MnM look. With the damage save mechanic, you've even eliminated the randomness of damage dice ... all you've got are the odds on the d20. In many respects, MnM (and the upcoming Blue Rose) is the true d20 game. No other dice need apply.

Recently, WotC's website did a "Solution by Substitution" (http://www.wizards.com/default.asp?x=dnd/bs/20041224a) article. This and the idea of "template" Monsterous Abilities, and the mook rules make SW a low-paperwork/low-prep time game for a busy GM. The game leans on combat in the sense you can get more warm bodies in the fight, so regular combats are even quicker.

In order to pull this off, SW has some odd concepts that maybe hard for some players to work their head around (especialy if they are not inclined to learn.) Some of these idea are rules that support the players managing all the friendly NPCs during a fight to the wound system.

Overall, if I don't have to run a game for a group that is very partial to their tastes (DnD, White Wolf, Champions ... etc.) then I try get away with using SW.

As an aside, I've heard that the one die mechanic one of the secrets of success for White Wolf. No need to guess which dice, just how many ... especially now with the new World of Darkness. Overall, I'd teach a "true" newbie ( as compared to a standard newbie who has a background in CCG sor wargames) with WW. Modern day setting and modifiers are tactile (extra or lack of dice) as well as abstract. Two teaching methods in one.

Overall, my true and standard newbies haven't any problems with SW dice. A beginner has a small set of skills and the standard character sheet even icons in the shape of the dice needed. While the old timers may not be thrilled that shooting covers most ranged combat, that's a plus for the new guy at the table.
 
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Mythtify said:
His primary reaso for dopping Deadlands boils down to it not being "new" enough. Though he did say he may put out a pdf product for classic fans that includes some of the new info from Reloaded.... Bah, thanks a lot.

Actually, from what I understand, it has more to do with the fact that distributors won't order it. Therefore it doesn't get to the stores except for special orders. Therefore the fan-base doesn't increase. Therefore Pinnacle doesn't make any money on it. Therefore Pinnacle goes out of business and we get no Deadlands whatsoever.

I'm also a fan of Deadlands, and am looking forward to DL Reloaded. I can understand how it stinks that the old rule system won't be supported. But put the blame where it belongs: on the distributors and the stores. Shane is just doing what he has to do to keep the game out there.
 

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