Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Savage Worlds
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="BluSponge" data-source="post: 1979664" data-attributes="member: 916"><p>I would agree with you only insofar as when it comes to creating DnD-style wizards. One of my players has complained about this to know end, that by the time he reaches legendary rank, he would still have a fairly limited spell selection (having spent other level-ups on Power Point bumps, Attribute bumps, and the like). Of course, this ignores the point that SW has fewer spells which cover a broader range of capabilities, but that's a whole different post. The fact is, from what I'm seeing, is that advancement opportunities are quite broad and characters are growing by leaps and bounds!</p><p></p><p></p><p></p><p>Polar opposite here! I love em. They really get players energized and excited. And while they can throw a monkey wrench into your plans, sometimes, they make the game so much more fun to play, IMHO.</p><p></p><p></p><p></p><p>I see no reason why you couldn't add an extra layer on to the skills system. Certain skills could require a focus. So instead of Shooting, the player has to take Shooting: Bows. The give all other applications a -1 penalty. Balance this by letting players buy extra foci at the cost as buying a skill at less than it's base attribute, at one die type less than the former -- or something like that. </p><p></p><p> </p><p></p><p>Dropping exploding dice from the system would be a bad idea, I think. If nothing else, it would require you to reconsider the Toughness of a lot of bigger, tougher creatures, some of whom cannot be hit without an Ace here or there. But really, what does the Ace get you? They've changed combat so that instead of +2 damage per raise, a raise on your attack roll gets you a single +1d6 to your damage roll. You could roll 54 to hit, and you'd still do standard weapon damage +1d6. So that's not a big thing. Magic works the same way. Once you get a raise, there really is no reason to keep on rolling. It just gives something for the GM and players to play off of. I'm sure you have your reasons for not liking the open-ended die rolls, but I think if you play with it, you'll find the footprint isn't that large.</p></blockquote><p></p>
[QUOTE="BluSponge, post: 1979664, member: 916"] I would agree with you only insofar as when it comes to creating DnD-style wizards. One of my players has complained about this to know end, that by the time he reaches legendary rank, he would still have a fairly limited spell selection (having spent other level-ups on Power Point bumps, Attribute bumps, and the like). Of course, this ignores the point that SW has fewer spells which cover a broader range of capabilities, but that's a whole different post. The fact is, from what I'm seeing, is that advancement opportunities are quite broad and characters are growing by leaps and bounds! Polar opposite here! I love em. They really get players energized and excited. And while they can throw a monkey wrench into your plans, sometimes, they make the game so much more fun to play, IMHO. I see no reason why you couldn't add an extra layer on to the skills system. Certain skills could require a focus. So instead of Shooting, the player has to take Shooting: Bows. The give all other applications a -1 penalty. Balance this by letting players buy extra foci at the cost as buying a skill at less than it's base attribute, at one die type less than the former -- or something like that. Dropping exploding dice from the system would be a bad idea, I think. If nothing else, it would require you to reconsider the Toughness of a lot of bigger, tougher creatures, some of whom cannot be hit without an Ace here or there. But really, what does the Ace get you? They've changed combat so that instead of +2 damage per raise, a raise on your attack roll gets you a single +1d6 to your damage roll. You could roll 54 to hit, and you'd still do standard weapon damage +1d6. So that's not a big thing. Magic works the same way. Once you get a raise, there really is no reason to keep on rolling. It just gives something for the GM and players to play off of. I'm sure you have your reasons for not liking the open-ended die rolls, but I think if you play with it, you'll find the footprint isn't that large. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Savage Worlds
Top