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Sell me on Savage Worlds -- for Fantasy
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<blockquote data-quote="BluSponge" data-source="post: 3672213" data-attributes="member: 916"><p>Here's the <a href="http://www.peginc.com/forum/viewtopic.php?t=14694" target="_blank">official list of changes</a> between the printings. </p><p></p><p></p><p></p><p>That is entirely up to you. By the book, each "power" your character possesses has a set of "trappings", or trade dressing if you will. Say you are playing a necromancer with the Bolt power. Your trappings might be glowing bone darts that fly from your hand, or perhaps darts of negative energy (black bolts), or perhaps you summon vengeful spirits that infect their targets with negative energy (for your Scientology friends). Likewise, an elementalist would have different trappings. Each power is assumed to have one trapping, but many who want a higher fantasy feel let their players modify the trappings at will. And yes, different trappings can have extra effects. A fire bolt might set clothing on fire, and an acid bolt might to residual damage. A lightning bolt might do extra damage to those in metal armor. The game is pretty open to these modifications, and suggests you alter the point cost of the power slightly to reflect the additional benefit.</p><p></p><p>As to what sort of energy it requires to use a power, that depends entirely on you and your campaign.</p><p></p><p>In 50 Fathoms, for instance, all mages have an elemental bent to them. The powers available are different for each element, so air mages don't always have access to the same powers as a fire mage. In my Lejendary Earth campaign, I use the eight types of magic common in the world: Geourgy, Necrourgy, Psychogenetics, Sorcery, Shamanism, Thaumaturgy, Theurgy, Witchery. Each has a different spell list. Most fantasy campaigns simply break them down into groups: Arcane and Divine. In this case, Necromancy would simply be an available trapping for Arcane magic (and maybe Divine, if the character played a priest of a death god).</p><p></p><p></p><p></p><p>With what's available in the core book? Maybe, with a bit of creative license and some hand waving. If you are looking to have a large spell catalog, I DEFINITELY recommend the World Builder Toolkit! In the end, the spells I had to create myself mostly involved telepathy, illusion, and summoning.</p><p></p><p>But that sounds like a good idea for a side project: take the d20 spell list and catgeorize them under appropriate SW powers. Too bad JBLittlefield has retired from gaming for the time being -- he's a champ at this kinda stuff.</p><p></p><p>Tom</p></blockquote><p></p>
[QUOTE="BluSponge, post: 3672213, member: 916"] Here's the [url=http://www.peginc.com/forum/viewtopic.php?t=14694]official list of changes[/url] between the printings. That is entirely up to you. By the book, each "power" your character possesses has a set of "trappings", or trade dressing if you will. Say you are playing a necromancer with the Bolt power. Your trappings might be glowing bone darts that fly from your hand, or perhaps darts of negative energy (black bolts), or perhaps you summon vengeful spirits that infect their targets with negative energy (for your Scientology friends). Likewise, an elementalist would have different trappings. Each power is assumed to have one trapping, but many who want a higher fantasy feel let their players modify the trappings at will. And yes, different trappings can have extra effects. A fire bolt might set clothing on fire, and an acid bolt might to residual damage. A lightning bolt might do extra damage to those in metal armor. The game is pretty open to these modifications, and suggests you alter the point cost of the power slightly to reflect the additional benefit. As to what sort of energy it requires to use a power, that depends entirely on you and your campaign. In 50 Fathoms, for instance, all mages have an elemental bent to them. The powers available are different for each element, so air mages don't always have access to the same powers as a fire mage. In my Lejendary Earth campaign, I use the eight types of magic common in the world: Geourgy, Necrourgy, Psychogenetics, Sorcery, Shamanism, Thaumaturgy, Theurgy, Witchery. Each has a different spell list. Most fantasy campaigns simply break them down into groups: Arcane and Divine. In this case, Necromancy would simply be an available trapping for Arcane magic (and maybe Divine, if the character played a priest of a death god). With what's available in the core book? Maybe, with a bit of creative license and some hand waving. If you are looking to have a large spell catalog, I DEFINITELY recommend the World Builder Toolkit! In the end, the spells I had to create myself mostly involved telepathy, illusion, and summoning. But that sounds like a good idea for a side project: take the d20 spell list and catgeorize them under appropriate SW powers. Too bad JBLittlefield has retired from gaming for the time being -- he's a champ at this kinda stuff. Tom [/QUOTE]
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