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Tell me about Savage Worlds
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<blockquote data-quote="physicscarp" data-source="post: 2503281" data-attributes="member: 7207"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>As for comparing to d20, the only thing I can say so far is that the books read <strong>much</strong> 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.</p></blockquote><p></p>
[QUOTE="physicscarp, post: 2503281, member: 7207"] 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 [b]much[/b] 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. [/QUOTE]
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