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Tell Me About Savage Worlds (please)...
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<blockquote data-quote="pawsplay" data-source="post: 5544284" data-attributes="member: 15538"><p>I tried 1e and dropped it. I came back for Explorer's Edition. I like the updates, and I like some of the new setting material, and I like the price point. Still it's mostly the same game, with all its weaknesses and strengths.</p><p></p><p>Probably the biggest hurdle is that playing the game involves frequent encounters with probability mathematics, but it was apparently designed by someone who is not very probability-savvy. 6 is a very common target number; thanks to exploding dice, it is actually easier for someone with a d4 to hit 6 than for someone with d6. If you have any modifiers at all, that issue disappears, but it is a real, annoying quirk about the system.</p><p></p><p>Kind of along those lines, it is a fast-playing, loosey-goosey kind of game which emphasizes fun. But almost all the defined traits are fiddly combat bonuses, or equipment-related. Combat is dramatic, swingy, and fairly elegant... but it's so fast and simple you really need build up for it, a sense that the stakes matter. Hopefully your GM and players will provide that, because frankly, the game doesn't provide any meaningful resources or benchmarks for things that happen outside of combat, Special Effects, and a few skill rolls. The only part of character creation that really draws on the players to invest in their character's personalities are the drawback traits.</p><p></p><p>The powers system is very flexible, but not very precise. It can be a blunt instrument. For instance, there isn't a good way in the core book to create a Jedi "mind trick." You have orbital laser mind control, and that's about it. The system doesn't have lots of fiddly power modifiers and such. </p><p></p><p>It's a lot of fun if you want to throw piles of miniatures on the table and have them fight, or if you want to convert a setting, but can't be arsed to do a full twenty-page treatment in GURPS or M&M or something. It has many of the strengths of the 4e encounter-based design, and some of the weaknesses, but in comparison, I consider it a much more streamlined, friendly experience for players. Also, usually faster.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 5544284, member: 15538"] I tried 1e and dropped it. I came back for Explorer's Edition. I like the updates, and I like some of the new setting material, and I like the price point. Still it's mostly the same game, with all its weaknesses and strengths. Probably the biggest hurdle is that playing the game involves frequent encounters with probability mathematics, but it was apparently designed by someone who is not very probability-savvy. 6 is a very common target number; thanks to exploding dice, it is actually easier for someone with a d4 to hit 6 than for someone with d6. If you have any modifiers at all, that issue disappears, but it is a real, annoying quirk about the system. Kind of along those lines, it is a fast-playing, loosey-goosey kind of game which emphasizes fun. But almost all the defined traits are fiddly combat bonuses, or equipment-related. Combat is dramatic, swingy, and fairly elegant... but it's so fast and simple you really need build up for it, a sense that the stakes matter. Hopefully your GM and players will provide that, because frankly, the game doesn't provide any meaningful resources or benchmarks for things that happen outside of combat, Special Effects, and a few skill rolls. The only part of character creation that really draws on the players to invest in their character's personalities are the drawback traits. The powers system is very flexible, but not very precise. It can be a blunt instrument. For instance, there isn't a good way in the core book to create a Jedi "mind trick." You have orbital laser mind control, and that's about it. The system doesn't have lots of fiddly power modifiers and such. It's a lot of fun if you want to throw piles of miniatures on the table and have them fight, or if you want to convert a setting, but can't be arsed to do a full twenty-page treatment in GURPS or M&M or something. It has many of the strengths of the 4e encounter-based design, and some of the weaknesses, but in comparison, I consider it a much more streamlined, friendly experience for players. Also, usually faster. [/QUOTE]
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