Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
What should I choose for my next system?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Wik" data-source="post: 4604018" data-attributes="member: 40177"><p>Savage Worlds - I don't see how it can be considered "hard", plus, as others have said, the rulebook is dirt cheap (I own three, and it still cost me less than a single PHB - it means there is never a shortage of books at the table).</p><p></p><p>I love DMing the system, and it's very fast in play. The big problem I've found is that my players are not fond of the damage system, and that big monsters tend to fall down a lot easier than they do in other games. </p><p></p><p>But the plusses! I've converted settings into SW with ease, and made up my own, and it's very easy to make things fit. The PDF Toolkits are great, and the settings seem rather original. And there's a huge SW community that you can easily borrow from.</p><p></p><p>See, I have both books (SW and Chaosium), and I've found the Chaosium's rules overly complex at times and very wishy-washy ("This rule can be used, or the GM can use this alternate rule, or this alternate rule... ask your GM before you select any skill. Ever"). Plus, the XP system is not my cup of tea.</p><p></p><p>The card initiative system of SW is amazingly fast in actual play, and I find that, even with dealing initiative every round, it runs faster than the cyclic initiative in D&D (because there's no writing up of an initiative list, and no having to refer to said list). Disadvantages worked fine in our group, but possibly because no one went overboard and they helped facilitate RP. They might not fit with every group.</p><p></p><p>SW has a wonky spell system at times, with even a character with d12 spellcasting failing a spellcasting roll fairly frequently. That being said, I'm fine with any system that downplays magic and puts power in the hands of the more mundane folk.</p><p></p><p>Seriously, though, SW is a game of choice, for both players and GMs. Players can take an edge that is good for their character, and dress it up to make the character they envision - and there's enough edges available that there can be real mechanical variety between PCs. Meanwhile, GMs can introduce game elements easily and design what's necessary with little stress. </p><p></p><p>The game gets 5 out of 5 in my book.</p></blockquote><p></p>
[QUOTE="Wik, post: 4604018, member: 40177"] Savage Worlds - I don't see how it can be considered "hard", plus, as others have said, the rulebook is dirt cheap (I own three, and it still cost me less than a single PHB - it means there is never a shortage of books at the table). I love DMing the system, and it's very fast in play. The big problem I've found is that my players are not fond of the damage system, and that big monsters tend to fall down a lot easier than they do in other games. But the plusses! I've converted settings into SW with ease, and made up my own, and it's very easy to make things fit. The PDF Toolkits are great, and the settings seem rather original. And there's a huge SW community that you can easily borrow from. See, I have both books (SW and Chaosium), and I've found the Chaosium's rules overly complex at times and very wishy-washy ("This rule can be used, or the GM can use this alternate rule, or this alternate rule... ask your GM before you select any skill. Ever"). Plus, the XP system is not my cup of tea. The card initiative system of SW is amazingly fast in actual play, and I find that, even with dealing initiative every round, it runs faster than the cyclic initiative in D&D (because there's no writing up of an initiative list, and no having to refer to said list). Disadvantages worked fine in our group, but possibly because no one went overboard and they helped facilitate RP. They might not fit with every group. SW has a wonky spell system at times, with even a character with d12 spellcasting failing a spellcasting roll fairly frequently. That being said, I'm fine with any system that downplays magic and puts power in the hands of the more mundane folk. Seriously, though, SW is a game of choice, for both players and GMs. Players can take an edge that is good for their character, and dress it up to make the character they envision - and there's enough edges available that there can be real mechanical variety between PCs. Meanwhile, GMs can introduce game elements easily and design what's necessary with little stress. The game gets 5 out of 5 in my book. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What should I choose for my next system?
Top