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Sell me on Savage Worlds
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<blockquote data-quote="Thomas Shey" data-source="post: 8182244" data-attributes="member: 7026617"><p>I have to suggest its a familiarity thing then; we routinely could do all that with a six player group in, say, five minutes; the longest part of a round was usually me locating where a particular opponent was on the map if they were scattered out. It might take a bit longer if I had a lot of mooks out there, but that's been true with <em>every</em> game I run that has those. A big part of it from the sound of it is that you and/or your folks take a lot more time with the routine parts of that (multiaction penalties, rolling and dealing with open ended die rolls) then anyone I've seen do so. Most of the rest my players have calculated before I even get to them (its not like their wound penalties change all that frequently for example, and often everyone stays within the same range band in terms of what they're shooting at for most of a combat).</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8182244, member: 7026617"] I have to suggest its a familiarity thing then; we routinely could do all that with a six player group in, say, five minutes; the longest part of a round was usually me locating where a particular opponent was on the map if they were scattered out. It might take a bit longer if I had a lot of mooks out there, but that's been true with [I]every[/I] game I run that has those. A big part of it from the sound of it is that you and/or your folks take a lot more time with the routine parts of that (multiaction penalties, rolling and dealing with open ended die rolls) then anyone I've seen do so. Most of the rest my players have calculated before I even get to them (its not like their wound penalties change all that frequently for example, and often everyone stays within the same range band in terms of what they're shooting at for most of a combat). [/QUOTE]
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