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Two Questions about Savage Worlds
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<blockquote data-quote="Sword of Spirit" data-source="post: 6265646" data-attributes="member: 6677017"><p>Thanks for the responses.</p><p></p><p>I <em>really</em> like the general philosophy of SW, where the system is a hybrid simulationist/narrativist. Stuff is believable--for instance weapons doing damaged based on what seems realistic rather than what seems to fit a story--while including baked in narrativist mechanics and dials to create the story experience you want. My own system is similar in that philosophy, so I'm glad to see that kind of thing is popular!</p><p></p><p>I think I was more or less correct in my estimates based on the answers. I think the biggest things to slow it down are either going to be things that are fun (like exploding dice and wild dice), or the fiddly modifiers to a lot of actions. I was actually surprised when I got to the sections of book with the sizable weapon tables and rules for various types of gunfire. Also the different stacking modifiers for various sorts of actions and skill uses.</p><p></p><p>After we try it as written, I might considering seeing if I can try a lite version by simply eliminating the codified modifiers and limiting modifiers to the +2, -2, or -4 mentioned at the beginning of the task resolution system. If that's all you have to think of, task resolution would be a breeze outside of combat. Not sure how to simplify weapon stats, but I'm sure I can come up with something.</p><p></p><p>In any event I'm pretty excited to give it a spin. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> The narrativist/simulationist hybrid works for me.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6265646, member: 6677017"] Thanks for the responses. I [I]really[/I] like the general philosophy of SW, where the system is a hybrid simulationist/narrativist. Stuff is believable--for instance weapons doing damaged based on what seems realistic rather than what seems to fit a story--while including baked in narrativist mechanics and dials to create the story experience you want. My own system is similar in that philosophy, so I'm glad to see that kind of thing is popular! I think I was more or less correct in my estimates based on the answers. I think the biggest things to slow it down are either going to be things that are fun (like exploding dice and wild dice), or the fiddly modifiers to a lot of actions. I was actually surprised when I got to the sections of book with the sizable weapon tables and rules for various types of gunfire. Also the different stacking modifiers for various sorts of actions and skill uses. After we try it as written, I might considering seeing if I can try a lite version by simply eliminating the codified modifiers and limiting modifiers to the +2, -2, or -4 mentioned at the beginning of the task resolution system. If that's all you have to think of, task resolution would be a breeze outside of combat. Not sure how to simplify weapon stats, but I'm sure I can come up with something. In any event I'm pretty excited to give it a spin. :) The narrativist/simulationist hybrid works for me. [/QUOTE]
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