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Tell me tales of Savage Worlds!
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<blockquote data-quote="GreyOne" data-source="post: 2249647" data-attributes="member: 858"><p>I got into Savage Worlds a few months ago. It's an awesome system and I 100% disagree with those that say it's too rules-lite to create more than one dimensional characters. You could create any character you could imagine with the system, and if you're really pining for more Edges (Feats) make your own (though that will dilute things somewhat). There are also TONS of fan-created Edges, and extras. </p><p></p><p>Savage Worlds is also VERY gritty. It's pretty easy to die if you aren't smart and hedge your bets. Combat is fun with the system, and my players love the exploding dice (except when it happens to them). </p><p></p><p>Whenever I've DMed combats for d20, it bogs down in hit point record-keeping, not to mention figuring out how or which spell or special ability to use (half the time forgotting what everyone has). This hasn't happened with Savage Worlds. A few combats have become slugfests (trying to beat that Parry number or Toughness) but that's mostly because of bad tactics. Overall, the combats really are fast, furious and fun, especially if you understand the rules and the possibilities open to you. The system also lends itself VERY WELL to role-playing.</p><p></p><p>It's a fantastic game for the Game Master especially if you hate lots of book keeping for hit points. The settings are unique and interesting too. I've started converting my d20 campaign over to it, and it puts the creativity back into DMing rather than the book keeping. I can't sing it's praises enough.</p><p></p><p>As a GM I'd rather spend my time creating cool magic items and having them do what I want them to do rather than trying to make them fit into a set of mind-numbing magic construction rules. I'd rather build NPC's quickly and smoothly than follow a bunch of time-absorbing and strict rules for making characters. I'd rather spend my time creating exotic locales and cool campaign background. Savage Worlds has been graet for that.</p></blockquote><p></p>
[QUOTE="GreyOne, post: 2249647, member: 858"] I got into Savage Worlds a few months ago. It's an awesome system and I 100% disagree with those that say it's too rules-lite to create more than one dimensional characters. You could create any character you could imagine with the system, and if you're really pining for more Edges (Feats) make your own (though that will dilute things somewhat). There are also TONS of fan-created Edges, and extras. Savage Worlds is also VERY gritty. It's pretty easy to die if you aren't smart and hedge your bets. Combat is fun with the system, and my players love the exploding dice (except when it happens to them). Whenever I've DMed combats for d20, it bogs down in hit point record-keeping, not to mention figuring out how or which spell or special ability to use (half the time forgotting what everyone has). This hasn't happened with Savage Worlds. A few combats have become slugfests (trying to beat that Parry number or Toughness) but that's mostly because of bad tactics. Overall, the combats really are fast, furious and fun, especially if you understand the rules and the possibilities open to you. The system also lends itself VERY WELL to role-playing. It's a fantastic game for the Game Master especially if you hate lots of book keeping for hit points. The settings are unique and interesting too. I've started converting my d20 campaign over to it, and it puts the creativity back into DMing rather than the book keeping. I can't sing it's praises enough. As a GM I'd rather spend my time creating cool magic items and having them do what I want them to do rather than trying to make them fit into a set of mind-numbing magic construction rules. I'd rather build NPC's quickly and smoothly than follow a bunch of time-absorbing and strict rules for making characters. I'd rather spend my time creating exotic locales and cool campaign background. Savage Worlds has been graet for that. [/QUOTE]
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