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Tell Me About Savage Worlds (please)...
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<blockquote data-quote="Wik" data-source="post: 5540258" data-attributes="member: 40177"><p>great setting for the Gm, because it's very easy to wing things and create custom content. It's great for those who want to design their own settings; I would never run a pre-pubbed SW setting, simply because making your own is so easy and fun.</p><p></p><p>There are a few problems, of course. Combat can definitely be swingy, and if you play with allies, expect them to get killed fairly frequently unless they're wild cards (basically, everything that's a "wild card" has three hit points. Most other NPCs and monsters have one hit point). </p><p></p><p>Our only real problem with the game is that it's easy to start with a d12 in something, and then have a character whose top skill, what makes him awesome, never improves over play. I prefer playing with a house rule saying no skill can start over d8 for that reason. Though, to be honest, I prefer Cortex's system (Roll Skill die PLUS Attribute die, with no exploding results but PCs can spend plot points to add extra dice to the roll) to be a bit better, and I think a Cortex + Savage Worlds cross would be awesome.</p><p></p><p>Savage Worlds is fine in a fantasy game. I ran the first pathfinder adventure (Burnt Offerings) using SW as my rules system, and it ran fine - and combats definitely SEEMED quicker than 3e... though I think it might have just been the observer effect, because SW fights can sometimes get bogged down into "I hit, but don't inflict enough damage". </p><p></p><p>It's also, in my opinion, too easy to heal PCs between fights. Some people love that; I don't. Different strokes, different folks, and all that jazz.</p><p></p><p>The Chase Rules and Mass Combat rules are both great, simple, and fun, and worth checking out. And the disadvantages rules are fun, too, provided you don't have players who will pick disadvantages they will never use just for the mechanical benefit (I don't... I have players who pick disadvantages who they know will be terrible, but also fun to play).</p></blockquote><p></p>
[QUOTE="Wik, post: 5540258, member: 40177"] great setting for the Gm, because it's very easy to wing things and create custom content. It's great for those who want to design their own settings; I would never run a pre-pubbed SW setting, simply because making your own is so easy and fun. There are a few problems, of course. Combat can definitely be swingy, and if you play with allies, expect them to get killed fairly frequently unless they're wild cards (basically, everything that's a "wild card" has three hit points. Most other NPCs and monsters have one hit point). Our only real problem with the game is that it's easy to start with a d12 in something, and then have a character whose top skill, what makes him awesome, never improves over play. I prefer playing with a house rule saying no skill can start over d8 for that reason. Though, to be honest, I prefer Cortex's system (Roll Skill die PLUS Attribute die, with no exploding results but PCs can spend plot points to add extra dice to the roll) to be a bit better, and I think a Cortex + Savage Worlds cross would be awesome. Savage Worlds is fine in a fantasy game. I ran the first pathfinder adventure (Burnt Offerings) using SW as my rules system, and it ran fine - and combats definitely SEEMED quicker than 3e... though I think it might have just been the observer effect, because SW fights can sometimes get bogged down into "I hit, but don't inflict enough damage". It's also, in my opinion, too easy to heal PCs between fights. Some people love that; I don't. Different strokes, different folks, and all that jazz. The Chase Rules and Mass Combat rules are both great, simple, and fun, and worth checking out. And the disadvantages rules are fun, too, provided you don't have players who will pick disadvantages they will never use just for the mechanical benefit (I don't... I have players who pick disadvantages who they know will be terrible, but also fun to play). [/QUOTE]
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