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<blockquote data-quote="Don Durito" data-source="post: 8315225" data-attributes="member: 6687260"><p>Not really. Savage Worlds has separate chase rules so you wouldn't use it for a chase, but otherwise there doesn't seem to much difference in scope. The book does say "tense dangerous situations with a time limit" but of course that's all relative. I'm not really sure what previous editions said. The latest Adventure Edition is my reference point.</p><p></p><p>I'm sort of stunned that someone would take an hour to explain it as the rules take only two pages in the book.</p><p></p><p>This is pretty much what they are:</p><p></p><p>1) Set the number of rounds and the number of tokens needed (the book gives rating based on difficulty. Tokens are basically successes</p><p>2) Players draw cards for initiative and act in initiative order.</p><p>3) Players attempt an action and roll a skill. If they succeed the party gets a token. If they get raises (increments of 4 over the TN) they get additional successes.</p><p>4) Players may instead choose to support another player. They roll a skill and if they succeed they grant the player a +1 to a roll and for every raise an additional +1 (This doesn't sound like a lot but it can actually be quite significant as the raises mean that a success on a support role (especially with a raise or 2) could end up meaning an additional success for another player and therefore increasing the overall total for the party.</p><p>5) If the card any player drew for initiative has a club then there will be some kind of complication on their turn. If they fail a skill roll during this turn then the whole task will fail. However, this does not apply if the character attempts to support, and they may also choose to spend their whole turn dealing with the complication rather than attempting to advance the party toward success.</p><p></p><p>The metacurrency adds an extra dimension here also. Instead of binary pass/fail it tends to be pass/pass with resources significantly drained/fail.</p><p></p><p>That's most of it. I'm leaving out a few options for adding extra complexity, but not a lot.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 8315225, member: 6687260"] Not really. Savage Worlds has separate chase rules so you wouldn't use it for a chase, but otherwise there doesn't seem to much difference in scope. The book does say "tense dangerous situations with a time limit" but of course that's all relative. I'm not really sure what previous editions said. The latest Adventure Edition is my reference point. I'm sort of stunned that someone would take an hour to explain it as the rules take only two pages in the book. This is pretty much what they are: 1) Set the number of rounds and the number of tokens needed (the book gives rating based on difficulty. Tokens are basically successes 2) Players draw cards for initiative and act in initiative order. 3) Players attempt an action and roll a skill. If they succeed the party gets a token. If they get raises (increments of 4 over the TN) they get additional successes. 4) Players may instead choose to support another player. They roll a skill and if they succeed they grant the player a +1 to a roll and for every raise an additional +1 (This doesn't sound like a lot but it can actually be quite significant as the raises mean that a success on a support role (especially with a raise or 2) could end up meaning an additional success for another player and therefore increasing the overall total for the party. 5) If the card any player drew for initiative has a club then there will be some kind of complication on their turn. If they fail a skill roll during this turn then the whole task will fail. However, this does not apply if the character attempts to support, and they may also choose to spend their whole turn dealing with the complication rather than attempting to advance the party toward success. The metacurrency adds an extra dimension here also. Instead of binary pass/fail it tends to be pass/pass with resources significantly drained/fail. That's most of it. I'm leaving out a few options for adding extra complexity, but not a lot. [/QUOTE]
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