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<blockquote data-quote="ValhallaGH" data-source="post: 5626346" data-attributes="member: 41187"><p>Caveat - I made that post over a year ago when I was much less experienced with the system. I would qualify it a lot more now. This ain't 4E D&D; not every combat action revolves around the 1" grid.</p><p></p><p>Explanation:</p><p>The game uses a number of Templates to determine areas of effect (Small Burst, Medium Burst, Large Burst, and Cone) - these templates have no stated size in the rules, so you either place them carefully on a table top or guesstimate in a narrative style. The newest version of the rules, Savage Worlds Deluxe, includes a quick guideline on using templates without a map - 1d3 guys in a Small burst, 2d4 in a Medium burst or Cone, and 2d6 in a Large burst.</p><p>Another issue is that all measures are provided in Inches for tabletop use - each inch is 2 yards, but that's still math that has to be done if playing without minis.</p><p>One more issue is the large potential number of combatants on each side. Keeping track of sixty or more combatants without some sort of representation is incredibly taxing.</p><p>Finally, there is the importance of terrain. Cover, concealment, difficult terrain, and lines of sight are all huge factors. You can ignore them, for ease of no-miniatures play, but that makes the game a lot more dangerous for the PCs, and greatly reduces the tactical options available (making combat a lot duller).</p><p></p><p>A good Game Master doesn't need miniatures for Savage Worlds. But they help, a lot. And a bad GM without miniatures is a recipe for extreme player frustration.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 5626346, member: 41187"] Caveat - I made that post over a year ago when I was much less experienced with the system. I would qualify it a lot more now. This ain't 4E D&D; not every combat action revolves around the 1" grid. Explanation: The game uses a number of Templates to determine areas of effect (Small Burst, Medium Burst, Large Burst, and Cone) - these templates have no stated size in the rules, so you either place them carefully on a table top or guesstimate in a narrative style. The newest version of the rules, Savage Worlds Deluxe, includes a quick guideline on using templates without a map - 1d3 guys in a Small burst, 2d4 in a Medium burst or Cone, and 2d6 in a Large burst. Another issue is that all measures are provided in Inches for tabletop use - each inch is 2 yards, but that's still math that has to be done if playing without minis. One more issue is the large potential number of combatants on each side. Keeping track of sixty or more combatants without some sort of representation is incredibly taxing. Finally, there is the importance of terrain. Cover, concealment, difficult terrain, and lines of sight are all huge factors. You can ignore them, for ease of no-miniatures play, but that makes the game a lot more dangerous for the PCs, and greatly reduces the tactical options available (making combat a lot duller). A good Game Master doesn't need miniatures for Savage Worlds. But they help, a lot. And a bad GM without miniatures is a recipe for extreme player frustration. [/QUOTE]
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