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Tell me about Necropolis (Savage Worlds setting)
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<blockquote data-quote="SavageRobby" data-source="post: 3867038" data-attributes="member: 51573"><p>The first few real fights in SW can be tricky, but ultimately I find combat in SW to be quick and easy (much quicker than most other systems with comparable detail). We did a battle with 6 PCs and some 30 goblins, goblin spellcasters and dwarf allies, and resolved it in 30-40 minutes or so - in our of our first SW sessions as a group. Some suggestions:</p><p></p><p>* Get a set of unusual colored dice for your player's Wild Dice. Always have them roll them when they roll other dice, no matter what. You can always ignore the extra die, but it saves the inevitable "Should I roll the Wild Die?" questions.</p><p></p><p>* Have the players roll for their opponents. This saves more time than you realize, and its fun to watch a player ace damage against themselves. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>* Aggregate opponents Init cards, and do the same for players and allies they directly control (and let players control allies - its fun). </p><p></p><p>* Use counters to show various states (Shaken, Wild Attack, etc) - I use poker chips of various colors (red = wounds, green = wild attack, etc), and put them next to or under the mini. The visuals help a lot for instant reference.</p></blockquote><p></p>
[QUOTE="SavageRobby, post: 3867038, member: 51573"] The first few real fights in SW can be tricky, but ultimately I find combat in SW to be quick and easy (much quicker than most other systems with comparable detail). We did a battle with 6 PCs and some 30 goblins, goblin spellcasters and dwarf allies, and resolved it in 30-40 minutes or so - in our of our first SW sessions as a group. Some suggestions: * Get a set of unusual colored dice for your player's Wild Dice. Always have them roll them when they roll other dice, no matter what. You can always ignore the extra die, but it saves the inevitable "Should I roll the Wild Die?" questions. * Have the players roll for their opponents. This saves more time than you realize, and its fun to watch a player ace damage against themselves. :) * Aggregate opponents Init cards, and do the same for players and allies they directly control (and let players control allies - its fun). * Use counters to show various states (Shaken, Wild Attack, etc) - I use poker chips of various colors (red = wounds, green = wild attack, etc), and put them next to or under the mini. The visuals help a lot for instant reference. [/QUOTE]
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