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<blockquote data-quote="Rel" data-source="post: 5583950" data-attributes="member: 99"><p>I've become a huge fan of Savage Worlds so I hope this doesn't sound like proselytizing but, if you like 90 percent of it then that sounds pretty darned good! I also think that SW is a fairly easy system to tinker with because it is rules lite and fairly transparent. If you feel like it's got you most of the way toward your goal, I think it is likely you can brainstorm some ways to get you that last 10 percent.</p><p></p><p>If weapon proficiencies are your issue then, right off the top of my head, what if you know how to use a number of weapons equal to half your Fighting die and non-proficient weapons cause you to take a -2 to all combat rolls (maybe a -2 to damage as well)? That means that starting out with a d4 you only know how to use say Daggers and One Handed Swords. But with each increase of your Fighting you gain one new weapon until you know a half a dozen of them at d12.</p><p></p><p>As for the whole risk takers getting smacked by the Wound track, I think that's a valid concern. My approach to that one is to encourage characters who like that style to take Hindrances that play into those situations. That way, when they do something crazy, I feel justified in awarding them extra Bennies to help offset the damage they're about to take. Characters who are Overconfident, Heroic or Loyal and charge into combat appropriately can get a little extra help on those needed Soak rolls.</p><p></p><p>Anyway, I'm not trying to distract you from your striving for a system that sets your world on fire. Just figured I'd throw out a couple practical examples from my experience with SW.</p></blockquote><p></p>
[QUOTE="Rel, post: 5583950, member: 99"] I've become a huge fan of Savage Worlds so I hope this doesn't sound like proselytizing but, if you like 90 percent of it then that sounds pretty darned good! I also think that SW is a fairly easy system to tinker with because it is rules lite and fairly transparent. If you feel like it's got you most of the way toward your goal, I think it is likely you can brainstorm some ways to get you that last 10 percent. If weapon proficiencies are your issue then, right off the top of my head, what if you know how to use a number of weapons equal to half your Fighting die and non-proficient weapons cause you to take a -2 to all combat rolls (maybe a -2 to damage as well)? That means that starting out with a d4 you only know how to use say Daggers and One Handed Swords. But with each increase of your Fighting you gain one new weapon until you know a half a dozen of them at d12. As for the whole risk takers getting smacked by the Wound track, I think that's a valid concern. My approach to that one is to encourage characters who like that style to take Hindrances that play into those situations. That way, when they do something crazy, I feel justified in awarding them extra Bennies to help offset the damage they're about to take. Characters who are Overconfident, Heroic or Loyal and charge into combat appropriately can get a little extra help on those needed Soak rolls. Anyway, I'm not trying to distract you from your striving for a system that sets your world on fire. Just figured I'd throw out a couple practical examples from my experience with SW. [/QUOTE]
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