Tell me about Savage Worlds

Turanil

First Post
Thread title says it all: anything you can say about the Savage Worlds game...

I hear it's rule lite: so is it too lite? Is it really fast to play? What about characters: is there character classes, levels, special abilities? How does magic work? How many rulebooks and supplements published? How does it compare to d20? What about Savage World with fantasy, with modern, and with sci-fi? ETC.

Thanks.
 

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I bought both Savage World and Neccessary Evil ( a super "hero" supplement) at this last Origins. Since then, I've read through both books, as well as purchased Evernight (a fantasy supplement) and read through it as well. Therefore any of my comments are based only on reading the books, rather than playing the game.

The system is certainly rules-lite when compared to d20 games, but I really think of it more as rules-friendly. The rules are easy to remember, and completley modular, so that you really won't need to recall every rule each game, just because someone wanted to take a feat that dealt with it.

There are no character classes or levels. Character creation is a point buy skill based system. There are not a ton of skills either. An example of the rules-lite nature of the game, is the Fighting skill. There is no Sword, Mace, Polearm, etc. skill, but instead a single Fighting skill which is used anytime a melee attack is made. I'm sure for folks who are more into realistic combat, this would rankle them, but I really like it. Depending on the setting, it may have races, which each get a bonus or two offset by a hinderance.

The system seems to be designed to handle just about any genre that you can think of. I bought the revised or 2nd edition rulebook, and as far as I know, there are about half a dozen setting books out for it. I bought Neccessary Evil, a setting in which an alien invasion has wiped out 99% of Earth's superheroes, leaving only the supervillains (the PC's) to defend the planet. I've also seen settings called 50 Fathoms (a fantasy nautical campaign), Tour of Darkness (?) (I believe a Cthuluesque Vietnam) and Rippers (a Victorian monster hunter game). I think Great White Games website has a set of quickplay rules, though I'm not sure.

As for comparing to d20, the only thing I can say so far is that the books read much easier than any d20 book I've read. The tone is friendly without being overly familiar, and with the rules lite nature of the game, the textbook feeling of the PHB, DMG, MM is gone. Personally, I can't wait to run this game. It seems so DM friendly, that I'm considering running a game during my graduate studies.
 

I played a session of Savage Worlds at Continuum 2004. I didn't actually see inside the books, but they didn't look very thick. Seemed to cram a lot of rules into not a lot of rules, if you see what I mean.

We played 'Evernight', which seems to be a (deliberately) cheesy fairly standard fantasy setting, that suddenly (in the introductory adventure) takes a turn for the darker. I believe there are lots of other worldbooks.


glass.
 

I have read the fast-play rules, and I have played a scenario two years ago. While fun, I didn't get to do much, though what I did do the rules made very fast and easy to resolve, kind of like d6 Star Wars.

Turanil, I'd download the fast-play and check it out.

The test drvive 4.0 answers most of your questions. In addition:

There are Edges (kind of like feats in 3E), initiative is settled by drawing from a card deck, there are hero points (called Bennies), every hero gets an extra wild die in addition to regular roll; you take which one's better, and they both explode on a max roll; magic is effect-based; you select the effect, and its description can be whatever you want.

Read the test-drive for more info.
 

I downloaded the "test drive" and various add-ons. I have yet to read them. Nonetheless, although it looks good and fast, one thing doesn't please me: you deal the same amount of damage whatever weapon you use... Looks like (before careful reading) that a two-handed sword is no better than a dagger. :\
 

Turanil said:
I downloaded the "test drive" and various add-ons. I have yet to read them. Nonetheless, although it looks good and fast, one thing doesn't please me: you deal the same amount of damage whatever weapon you use... Looks like (before careful reading) that a two-handed sword is no better than a dagger. :\

???

Dagger STR + 1
Great Sword STR + 4

Page 5 of Test Drive 4
 

Turanil said:
I downloaded the "test drive" and various add-ons. I have yet to read them. Nonetheless, although it looks good and fast, one thing doesn't please me: you deal the same amount of damage whatever weapon you use... Looks like (before careful reading) that a two-handed sword is no better than a dagger. :\

Isn't there a +3 damage range difference between the two? Iin SW, it's a bit like Mutants and Masterminds or Feng Shui; the damage roll is compared to their toughness; if it beats it, they're either shaken, hurt, or out of the fight. If you roll exceptionally well (say, max out the damage die several times) you can raise the damage so that the person could be taken out of the fight entirely in one shot! So that +3 damage between a greatsword and longsword is pretty useful for taking someone down, because it's almost a "raise" in its own right.
 

I ran a short series of fun-n-funky Zombie Hunters games for my in-laws over the winter using the Test Drive rules.

It worked pretty well for it. I'd say that Savage Worlds works really wonderfully for the fast-paced loose and furry sort of game ... It had really easy called-shot rules, as well, which made shooting zombies in the head quite easy ... of course it would make doing the same thing to people equally easy, which would be annoying in a game I was more serious about, but hey.

The keys to my success with the game was broad strokes, I think. If I wanted a more intensely character-centric game with shades of grey, I'd use d20Modern.

--fje
 

Masked Otaku said:
Ah! I should read slower and more carefully. I was quoting someone else who told so some forum. :heh: :heh: So, more and more I get the desire to go to my FLGS and buy it.

At least, when 4e comes out, I must have a few gaming alternatives. Currently, I want to know more about HARP and Savages Worlds.
 

Turanil said:
Thread title says it all: anything you can say about the Savage Worlds game...

I hear it's rule lite: so is it too lite? Is it really fast to play? What about characters: is there character classes, levels, special abilities? How does magic work? How many rulebooks and supplements published? How does it compare to d20? What about Savage World with fantasy, with modern, and with sci-fi? ETC.

Thanks.

It is very rules light.

It is very fast to play.

There are no character classes, character creation is point based.
Stats start at d4 and you have 5 point to raise them. Each point increase the die type by 1. d4->d6, d6->d8, etc.
You have 15 points for skills, each die type costs 1 point up to the die type of the controlling attribute. EX. say your Agility is d8, any agility based skills cost 1pt/die type up to d8, taking that skill to d10 will cost you 2 points.
Then there are Edges and Hindrances, you start with 1 free Edge if your human [IIRC]. You can take Hindrances for points, up to 1 Major and 2 Minor. With the points you can buy extra Edges or up a stat/skill.

Edges are like Feats in that some of them allow you to bend the rules or ignore penalties, others are basically powers or allow access to powers [magic, psi, super].

Magic requires an Edge to get access to. You take the Arcane Background (Magic), this gives you 10 power points [to power your spells] and you can pick 3 powers [spells]. You get extra powers buy picking an Edge when you "level up". Casting is a skill roll [Spellcasting {Smarts}]. If your casting a Bolt spell [like a fre ball] you roll the skill the same as you would to attack. The roll is not to cast the spell but to see how well it worked or if it hit the target.

As to Rule books, there is only the one. There a number of supplements, mostly settings or multi-adventure books. Some included new Edges and Hindrances for their setting.

It is very fast, both in character gen and in play, but it is very random. You roll your skill + a "wild" die [d6] both of which explode if they max out, roll a 6 on a d6 re-roll and add until you stop rolling 6s. The dice do not add to each other, you simply take the one with the highest total. Lets say you are rolling a d8 and your wild die a d6. the d8 rolls a 7, but the d6 rolls a 6 and the you re-roll and get a 3 for a total of 9. Your total for the roll is 9.

Some people seem to love the system, but it never worked out for my group. You see when you roll, your rolling against a target number. For every 4 point over that you get what's called a "raise" it's sort of like a success level. Where my group ran into trouble was in combat. Especially ranged combat. The target number is 4 on ranged attacks, modified by range [short +0, Medium -2, Long -4 to roll]. Most combats took part at short range, so no modifier for rnage. It was not unusual for my players to roll in the teens and twenties on their rolls. Well that meant with a roll of say 12 they hit with 2 raises, wich added +2 damage per raise [+4 total]. Then they would roll damage [2d6+1 AP1 {ignores 1 pt of armor} for a Colt Peacemaker]. On damage it was not uncommon for them to roll in the twenties because of the exploding dice. Lets say they rolled a 18 on their damage, +4 for the raises on the to hit roll, so 22 damage total. A Toughness [kinda like DR, you have to roll above toughness to do damage] of 7 or 8 is quite high. So 22 - 8 = 14, they beat the targets Toughness by 14. Well divide that by 4 and you get 3 raises worth of damage, that's enough to take a character from healthy to almost dead. There are ways to reduce that, but like I said my group had a way of rolling high. it was not uncommon for them to get 4 or 5 raises on damage.

Which means that they killed damn near anything I threw at them. This lead to a false sense of power and invincibility. The first time an enemy did as well on a roll as they did they were shocked and cried foul.


EDIT: I was using the first printing, the second printing added in a lot erranta and changed some of the rules, so it my have fixed the problem I experienced in play.
 
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