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General Tabletop Discussion
*TTRPGs General
So what exactly is the root cause of the D&D rules' staying power?
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<blockquote data-quote="innerdude" data-source="post: 7344597" data-attributes="member: 85870"><p>I can very much appreciate your feelings on this. I could counter by saying that the only time the "randomness" of Savage Worlds really comes to bear is in damage dice, but it probably won't make a difference. In terms of baseline task resolution, the probabilities are very, very straightforward (anydice.com was a fantastic tool for this). </p><p></p><p>But, the interesting thing is, it's the random chance of the damage dice exploding that plays into your very last paragraph.</p><p></p><p></p><p></p><p>And this is precisely what I love about Savage Worlds. To me, Savage World's rules say this: </p><p></p><p>"Big damn heroes? Sure you are, we totally get it, but the world's an unpredictable place. Live boldly, be daring, take risks. You'll never come out on top if you don't. Is the life of an adventurer dangerous? Of course it is. There's death awaiting you around every corner. Every orc's arrow, every sword clanging against your shield has the potential to change your life, or even end it. Of course, you have a little luck and a little fortune on your side, but it's still a risk. But you're the kind of person that would take those risks anyway, so get started."</p><p></p><p>Savage Worlds quickly teaches you that <em>you want the dice to be rolled against you as little as possible</em>. So act boldly first to gain the upper hand. </p><p></p><p>In 5+ years playing D&D 3.5, I never once had that same sensibility. Everything's so sheltered and protected in gobs of hit points. You always play it safe ("You don't have the feat for that, so don't even try"). You always stick to your "schtick." You can't mix magic with mundane in 3.5, whereas Savage Worlds lets you mix and match to your heart's content. </p><p></p><p>D&D will never, ever, EVER let me play my ranged archer with urban survival skills mixed with a mentalist mage who specializes in precognitive abilities and sleight-of-hand. </p><p></p><p>And if you think that character concept sounds pretty bad-ass, that's exactly how it played.</p></blockquote><p></p>
[QUOTE="innerdude, post: 7344597, member: 85870"] I can very much appreciate your feelings on this. I could counter by saying that the only time the "randomness" of Savage Worlds really comes to bear is in damage dice, but it probably won't make a difference. In terms of baseline task resolution, the probabilities are very, very straightforward (anydice.com was a fantastic tool for this). But, the interesting thing is, it's the random chance of the damage dice exploding that plays into your very last paragraph. And this is precisely what I love about Savage Worlds. To me, Savage World's rules say this: "Big damn heroes? Sure you are, we totally get it, but the world's an unpredictable place. Live boldly, be daring, take risks. You'll never come out on top if you don't. Is the life of an adventurer dangerous? Of course it is. There's death awaiting you around every corner. Every orc's arrow, every sword clanging against your shield has the potential to change your life, or even end it. Of course, you have a little luck and a little fortune on your side, but it's still a risk. But you're the kind of person that would take those risks anyway, so get started." Savage Worlds quickly teaches you that [I]you want the dice to be rolled against you as little as possible[/I]. So act boldly first to gain the upper hand. In 5+ years playing D&D 3.5, I never once had that same sensibility. Everything's so sheltered and protected in gobs of hit points. You always play it safe ("You don't have the feat for that, so don't even try"). You always stick to your "schtick." You can't mix magic with mundane in 3.5, whereas Savage Worlds lets you mix and match to your heart's content. D&D will never, ever, EVER let me play my ranged archer with urban survival skills mixed with a mentalist mage who specializes in precognitive abilities and sleight-of-hand. And if you think that character concept sounds pretty bad-ass, that's exactly how it played. [/QUOTE]
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So what exactly is the root cause of the D&D rules' staying power?
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