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Tell me about Savage Worlds
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<blockquote data-quote="nnms" data-source="post: 5633726" data-attributes="member: 83293"><p>I think that's a fair assessment.</p><p></p><p></p><p></p><p>Starting 4E characters might. Also to a lesser extent with 3.x. But earlier editions definitely can't have that same range of magic choices. How about clerics that start at level 1 and have no divine spells like in Basic D&D?</p><p></p><p></p><p></p><p>There are tons of non-combat applications for the powers in Savage Worlds. For example, that thief-mage I mentioned who walked on walls and read minds.</p><p></p><p></p><p></p><p>Again, I think you're expecting heroic level mages from the novice level of Savage Worlds. Why don't you make a seasoned or heroic savage world character and then compare like to like?</p><p></p><p></p><p></p><p>Learning more in AD&D depended on the DM. It was very, very easy for a DM to have little or no access to spells to be learned and inscribed into spellbooks.</p><p></p><p></p><p></p><p>LOL. You expect Savage Worlds system to be able to replicate the magic system of a game that is all about magic and making up spell effects on the fly? And then bash the game for not succeeding? How many pages does Mage spend on their magic system? And you expect Savage Worlds to have an equally developed magic system in the little explorer book?</p><p></p><p></p><p></p><p></p><p>So the thief mage without any means of doing damage with magic was "just a gun"? </p><p></p><p></p><p></p><p>I played a Harn game once (I think it was Harn) where the only magic I could do was glow bright light, levitate and deciphre languages I didn't know. I was able to accomplish so much with that. Flexibility is in the player, not the powers.</p><p></p><p></p><p></p><p>Yep, there are games that spend a lot more text on magic rules than Savage Worlds and thus have more options. But are you sure your charge of inflexibility and the painting of a caricature of mages just being "just a gun" is accurate? It's okay for you to like magic systems that give you more options and options that you can swap in and out. But you're being a bit ridiculous in your caricature of the Savage Worlds power systems. </p><p></p><p>Savage Worlds can handle the same thing with a few Setting Rules to provide that flexibility. Remember Setting Rules, where you sit down and add rules to customize the universal rules of Savage Worlds to your setting? Take AD&D for example, what about a Setting Rule where you can cast three Powers but you choose half a dozen and each morning pick three of them?</p><p></p><p>When the Savage Worlds rules don't exactly give the right feel for your setting, you're supposed to apply patches. It's really the only way that universal rules can run anything. Look at GURPS. How many books full of setting specific rules add ons did they publish? Hundreds. Fortunately PEG hasn't gone down the supplement treadmill road like that. Instead, Setting Rules are easier to come up with and apply.</p></blockquote><p></p>
[QUOTE="nnms, post: 5633726, member: 83293"] I think that's a fair assessment. Starting 4E characters might. Also to a lesser extent with 3.x. But earlier editions definitely can't have that same range of magic choices. How about clerics that start at level 1 and have no divine spells like in Basic D&D? There are tons of non-combat applications for the powers in Savage Worlds. For example, that thief-mage I mentioned who walked on walls and read minds. Again, I think you're expecting heroic level mages from the novice level of Savage Worlds. Why don't you make a seasoned or heroic savage world character and then compare like to like? Learning more in AD&D depended on the DM. It was very, very easy for a DM to have little or no access to spells to be learned and inscribed into spellbooks. LOL. You expect Savage Worlds system to be able to replicate the magic system of a game that is all about magic and making up spell effects on the fly? And then bash the game for not succeeding? How many pages does Mage spend on their magic system? And you expect Savage Worlds to have an equally developed magic system in the little explorer book? So the thief mage without any means of doing damage with magic was "just a gun"? I played a Harn game once (I think it was Harn) where the only magic I could do was glow bright light, levitate and deciphre languages I didn't know. I was able to accomplish so much with that. Flexibility is in the player, not the powers. Yep, there are games that spend a lot more text on magic rules than Savage Worlds and thus have more options. But are you sure your charge of inflexibility and the painting of a caricature of mages just being "just a gun" is accurate? It's okay for you to like magic systems that give you more options and options that you can swap in and out. But you're being a bit ridiculous in your caricature of the Savage Worlds power systems. Savage Worlds can handle the same thing with a few Setting Rules to provide that flexibility. Remember Setting Rules, where you sit down and add rules to customize the universal rules of Savage Worlds to your setting? Take AD&D for example, what about a Setting Rule where you can cast three Powers but you choose half a dozen and each morning pick three of them? When the Savage Worlds rules don't exactly give the right feel for your setting, you're supposed to apply patches. It's really the only way that universal rules can run anything. Look at GURPS. How many books full of setting specific rules add ons did they publish? Hundreds. Fortunately PEG hasn't gone down the supplement treadmill road like that. Instead, Setting Rules are easier to come up with and apply. [/QUOTE]
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