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<blockquote data-quote="amerigoV" data-source="post: 7351290"><p>1. I too like the stunts in Dragon Age </p><p></p><p>2. I also like the Advantage/Disadvantage from 5e.</p><p></p><p>3. Bennies from Savage Worlds. I know other systems have something like that, but SW its really core to the game. It pulled out the "luck" from things like Saving Throws and Hit Points and put it in the player's hand. Plus is a fun instant reward at the table.</p><p></p><p>4. The combo of Acing Dice, Wounds (vs HP) and Cards for initiative for Savage Worlds. While I like each of them, the combo keeps the eyes on the table, especially as a GM. The acing dice get everyone's attention. The wounds marked on the table (vs. on paper) keeps me from looking down at my notes all the time. The Cards are a great visual for who goes next and allows initiative by round (and I have used this for D&D - works very nicely).</p><p></p><p>5. I like some of the cooperative aspects of Fiasco. I think it would be interesting to insert a scenario or two a traditional game to mix things up (PCs get caught up in some hijinx in a city - use a Fiasco framework to tell that story).</p><p></p><p>6. I like the Jenga tower in Dread (although I have never gotten to play it). Its a clever way to approximate tension for a horror scenario that rolling dice just does not do justice to.</p><p></p><p>7. Hmmm, I used to love the game Slap Jack. Maybe I can incorporate that into Savage Worlds initiative.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 7351290"] 1. I too like the stunts in Dragon Age 2. I also like the Advantage/Disadvantage from 5e. 3. Bennies from Savage Worlds. I know other systems have something like that, but SW its really core to the game. It pulled out the "luck" from things like Saving Throws and Hit Points and put it in the player's hand. Plus is a fun instant reward at the table. 4. The combo of Acing Dice, Wounds (vs HP) and Cards for initiative for Savage Worlds. While I like each of them, the combo keeps the eyes on the table, especially as a GM. The acing dice get everyone's attention. The wounds marked on the table (vs. on paper) keeps me from looking down at my notes all the time. The Cards are a great visual for who goes next and allows initiative by round (and I have used this for D&D - works very nicely). 5. I like some of the cooperative aspects of Fiasco. I think it would be interesting to insert a scenario or two a traditional game to mix things up (PCs get caught up in some hijinx in a city - use a Fiasco framework to tell that story). 6. I like the Jenga tower in Dread (although I have never gotten to play it). Its a clever way to approximate tension for a horror scenario that rolling dice just does not do justice to. 7. Hmmm, I used to love the game Slap Jack. Maybe I can incorporate that into Savage Worlds initiative. [/QUOTE]
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