Savage worlds general
We have penalty of threads on FATE and GURPS. But hardly any on Savage Worlds. It's about time we rectified that oversight.
These threads usually die quietly because people just don't know enough about the rules to fill it with bitching and arguments like those other rulesets. It would be better to talk about specific gamelines like say is the Rippers reboot any good? Is actually using the titular Rippertech worth the bother and more accessible now?
So how abouts them Savage Rifts thingies? Wot's the latest word's 'bout them?
Sometime in the first quarter of 2016. I got to play a demo of the game at GenCon this last year, and it was a lot of fun. Sean Patrick Fannon's original goal was "holiday 2015," but there have been unspecified delays that pushed it back a few months.
It's a license from Palladium, held in concert by Pinnacle and Evil Beagle Games, released by Evil Beagle. Basically, Pinnacle is acting as a middle-man in the licensing arrangements and fronting some portion of the cost so that Evil Beagle can develop it. It's not a Palladium release at all.
Some stuff from there, yeah. Like the ritual casting rules from the Horror Companion, a few of the Edges from the Fantasy Companion. A mish-mash of stuff from all over the place, really.
It's not *just* Palladium that's at fault for their track history of delays (not that I'm defending them'. When ever the do a join venture the other guys have a habit of falling apart as soon as the ink dry.
Great White Games hopefully can break the curse but.
Any way what's the deal with the healing modifiers? You get a +1 for medical care after 1940 which makes sense, but you get a +2 for care after 2010.
What's that for? Obama care?
In the last 5 years but? We're talk improving on the same level as inventing antibiotics.
If it's just suppose 'modern' medicine I want of use late 70s, or if just going for a random number the year 2000.
I used to play rpgs a lot in my youth, and would like to get into something more rule-light for occasional oneshots. I hear SW is excellent for that, and that Interface Zero is what I want for Cyberpunk settings.
Is it easy to get into like that? And how does it work, do I have a core-mechanic book 'savage worlds' and Interface Zero is a thematic expansion-rulebook?
How many pages have these two? And what's, roughly, the content? Does anyone have some nice links for dl?
Depends on the sci-fi game, I would think. I mean, Star Wars has literally hundreds of races. Generally, more races lends itself more toward space opera or pulp than to hard(ish) sci-fi.
I'm about to run an alt-history fantasy WWI game in Savage Worlds. I haven't run it in a few years, but I remember loving it when I did, so I'm looking forward to it.
>You cannot actually roll certain numbers (you cannot roll a 6 on a d6, it jumps right to 7, making increasing your parry from 6 to 7 meaningless against d6 fighting creatures (which is most of them)).
This is an interesting quirk that I hadn't thought about. It doesn't bother me that much but it's definitely a weird part of the system.
Not questioning your statement, I'm clueless about SW and look for something easy to get into, and uncomplicated to play with a nice flow, without the rules feeling meaningless (ofc that's subjective).
If SW is out of the picture, what would you recommend, specifically for sci-fi?
>I used to play rpgs a lot in my youth, and would like to get into something more rule-light for occasional oneshots. I hear SW is excellent for that, and that Interface Zero is what I want for Cyberpunk settings.
Rules lite one shot is prefect for SW. Not so much long campings if you want MMO experience but great for one shots.
IZ is dope man.
Honestly, I can't think of a generic system that I like more. They're all either crunchier than I want (GURPS) or more narrative than I want (FATE). Savage Worlds hits a nice sweet spot. It absolutely has its weaknesses, but it works fine for me and my group in a way nothing else I've found really does.
I've always heard great things about Savage Worlds, but I know literally nothing about how the game plays. It's one of those games that you can tweak for anything, right?
Does anyone have a brief overview of the rules?
the way that guy describes it, it's a complete non-issue, but it becomes a bigger deal when you realise that an exploding d4 is worth, on average, very slightly more than an exploding d6. which just means, if you invest in a skill at all then be sure to go up to d8. it hasn't impacted my enjoyment of the system, and it's still my go-to for a rules light skirmisher.
It's a rules-light game with semi-tactical combat and a few little quirks.
It uses die sizes for stats and skills rather than bonuses. For example, you can have a d8 Fighting skill, meaning that you roll a d8 whenever you make a melee attack. Skills can be d4, d6, d8, d10, or d12. Player characters and important NPCs also roll the Wild Die, a d6, along with their main die, and take whichever is higher.
It also uses exploding dice. Roll max on any die and you get to roll again. And again, if you max it out again, all the way until you stop rolling max.
It uses playing cards for initiative. You deal every player (and the GM) a card at the beginning of each round and everyone acts in descending order of their cards. When someone is dealt a Joker, they get a special round when they can act whenever they want to, then you shuffle the deck after that round.
It has a narrative meta-currency called Bennies that let players reroll a certain number of times per session or soak damage. The GM gets Bennies, too, and should use them to complicate things for the players.
It's mostly suited to fast-paced adventure games, just given how crazy things can get with exploding dice and Bennies.
Because there's no systems that do a similar level of crunch while also offering a huge variety of settings and expansion content. It's basically the same reason D&D has always been the go to for fantasy adventures and babby's first rpg experience.
It's big and popular enough that nobody knows or cares about the alternatives.
I really want to try some high fantasy adventuring without the time combat takes in PF and Gurps but with less mechanica bullshit than Fate. How is the fantasy as far as options and such for Savage Worlds?
Are there alternatives to Savage Worlds, assuming I don't really care about the amount of settings and expansion content? There's nothing much that I know of.
I know of plenty of alternatives to D&D, but nothing that I've seen at Savage Worlds's crunch level seems nearly as good as SW.
Nothing against SW, I just don't like fate points, luck points or any other meta-gaming mechanic like that. It just slows things down and takes people out of the world and into the min-maxing of advantage in a game narrative.
I do like the overall simplicity of SW, and want to streamline it even more.
GURPS lite is a pamphlet so I'd say slightly more crunch, not much though.
Depart simply there is a rule for everything sandwich world but it's only one rule and you can probably make intuitive guess what it would be without looking anyway
Is there any books with additional trappings for powers? I'm writing up a game that's basically Geist+Killing Floor and I need some additional trappings for spooky ghost powers.
How can you speed up combat? my current gm is kinda ass at handling combat (tons of enemies at once and some NPCs helping the party) which results in a long turn order list.
And any spell or edge recommendation for a mage? so far I picked bolt, wall crawler, heal and summon ally. Kinda dissapointed we are still at novice, since the most fun spells can't be gotten until later.
All Enemies go on the same initiative, maybe the boss goes on another. That's already in the rules, so not sure why he isn't doing that.
Friendly NPCs are controlled by players and go on their controlling player's initiative. I can' remember if that's a rule or just how our group does it, but it works.
Deflection is really good. Elemental mastery is fun.
Hey, Savage World friends, GURPS friend here; Kinda curious about the system. I'm trying to broaden my horizons a bit; so far, in my entire life, the only systems I ever played are GURPS, and a one-shot of D&D 5e. I've read the manual for Fate because it is free, and it was so nebulous and ungrounded it kinda made my head spin; I think the type of people I play with wouldn't be able to handle Fate, but maybe Savage Worlds?
What I guess I'm trying to say is, is there a good quick comparison of Savage Worlds to these other systems? Specifically, GURPS and Fate, seeing as they are usually considered the opposite polarity generic systems (Well, Phoenix Command and Risus I guess are even more so,) and I imagine Savage worlds is somewhere in the middle. However, from the sparse bit of material I can find online about the system, it seems like it veers incredibly close to Fate with point buy and polyhedron dice instead of pools added on top, and a bit more in depth catalogs. I'm sure that's not exactly accurate, but I couldn't find any better than that.
Anyone know a good writeup or can list the pros/cons of each easily?
Considering Savage worlds it's supposed to be one of the first this combat systems on the market I'm not really sure what you can do. Just be glad your DM isnt an attempting 4e DND.
Talk to your DM.
>All Enemies go on the same initiative, maybe the boss goes on another. That's already in the rules, so not sure why he isn't doing that.
what the fuck? thanks for pointing that out
yeah i try, but I gotta be really careful since he's touchy about criticism
Each of those systems is kind of in different categories, so people don't do direct comparisons.
Savage Worlds is like GURPS in the sense that character build is classless, but that's pretty much the end of similarities. SW was made with the Pulp Adventure genre in mind, so it tends to favor movie rules over realism.
Yeah no offence to your DM but it sounds like he's doing it wrong. Savage worlds is a pretty quick system.
The only thing that takes time is rolling all the extra dice for acing. Which I do a head of time anyway not that let my players know that.
Savage Worlds even says, outright, that when running larger combats what you do is group units of combatants with the same stats together the same way you have units in Warhammer 40k. That's what he should be doing.
>the game is a bunch of narrative bullshit with the bennies and wild die
yeah right, and so are 40K RPGs, because you can spend or burn fate points to reroll or avoid death, right? subjective bullshit, those points are gamist resource, not narrativist
>You cannot actually roll certain numbers (you cannot roll a 6 on a d6, it jumps right to 7, making increasing your parry from 6 to 7 meaningless against d6 fighting creatures (which is most of them)).
I'll give you that, but the simple solution is just to flat out use differently statted enemies interchangeably. Not a big deal, and you gotta remember what you said earlier - game throws around bonuses, so it's quite possible to hit those numbers with modifiers, and not just flat dice rolls.
>The autofire rules suck ass because in large battles you have to stop to subtract 2 from each roll, slowing down the fight.
Never had a problem with this - substracting 2 isnt a bother.
>The exploding dice result in ludicrous crap like a dragon being one-shotted by a thrown dagger.
That's part of the system's charm, weird shit does happen.
>To elabroate on this, imagine a guy who aims a shotgun for 1 round. He gets a total of +4 to hit. Even with a d4 shooting, he hits automatically, according to the shit-tier savage worlds rules.
>Shotguns are also incredibly overpowered in Savage Worlds because, apparently, a tiny spray of buckshot gives a +2 to hit. Note that this is equivalent to +10 in D&D. It means that a normal attack with a shotgun only misses on a 1.
That is a legitimate problem in my opinion, though - how the fuck can we fix this? Also the fact that shotgun is the king in close range because 3d6 DMG. Buckshot should be stoppable by almost any personal armor, because of its low-impact nature per pellet - yet it's not at all reflected in the ruleset. I was thinking about maybe doubling or x1.5 any armor against buckshot?
>yeah right, and so are 40K RPGs, because you can spend or burn fate points to reroll or avoid death, right? subjective bullshit, those points are gamist resource, not narrativist
I've played 40K and I agree with anon. Fate Points do detract from the game. Fate points reduce it to resource management game. At least the FATE has set limits of when you can use them and has an interesting recharge.
The system is designed to be modular anon, you can make your own/take other people's from the wiki.
> the character creation is overcomplicated and encourages people to buy hindrances then forget about them
How does it encourage forgetting them? If a player picks arrogant and doesn't roleplay it, you need better players, not a better system.
Check out TimeZero. Has a lot of interesting options for social combat, expanded arms, and other cool ideas.
Clint also came up with some MMA rules that he wrote on a forum and somebody turned it into a pdf:
Considering that they just released the year's survey for Fantasy Grounds and the only non-D&D game to break the top five was Savage Worlds, I'd say you're right. It's definitely something of a juggernaut in the industry.
Can't wait for Savage Rifts, I always loved how fucking insane the setting was. Garbage rules, though.
Also, question for everyone: Savage Worlds is undoubtly a combat-focused game, with its pulpy inspirations. Have you ever had a session where combat never happened and was still fun for everyone?
>Have you ever had a session where combat never happened and was still fun for everyone?
Oh, yeah. I have a great group, and there are plenty of times we've had a pure-roleplaying session that was fun for everyone. We've also done sessions where the only rules stuff that came up were chases, dramatic tasks, or social scenes. Savage Worlds Deluxe is especially great for having engaging rules stuff for non-combat scenarios.
>How good is Savage Worlds for long campaigns ?
Personally, I've run three campaigns of Savage Worlds that ran longer than three years each. Two of those got up into Legendary Rank, but Legendary for SW isn't like epic in D&D. The power curve in SW is a lot flatter; you never just get to completely dismiss a threat because there's no possible way it can hurt you. Legendary Rank SW games are crazy fun in my experience.
The thing about the small die range and large bonus range which really gets me is the wound penalty. You get a -1 for each wound you've suffered - but given how small the range is, that's basically a -20%. One wound takes you from a good chance to succeed to barely a straight shot, two means you fail one in three chances.
You're playing in a setting that doesn't use guns? Or you're so maximized for melee combat and damage avoidance that wimpy little gunfighters can't stand up to you?
As an example, I just recently finished running a zombie apocalypse campaign. One of the PCs was a former pro-wrestler turned politician who couldn't even use guns very well due to being unskilled in Shooting and having the All Thumbs Hindrances. He had a high Toughness and wore a kevlar vest for added protection against human foes, and he rarely met an obstacle he couldn't solve with his two fists. On the other hand, the closest brushes with death he had were always from gunfire.
In the genre that SW is emulating (action movies and pulp adventure), guns are super effective at killing mooks, but usually only graze heroes until they take a dramatic shot that puts them out of commission (i.e., they soak until they're out of bennies, then take a couple of serious wounds).
If your group has a trained healer, even taking wounds isn't that big a deal, honestly. Taking a few minutes after a fight to do first aid and field surgery is a viable option even in a no-magic setting.
> former pro-wrestler turned politician
Plus Parry does apply against guns in close combat. You can't even use longarms against people in melee. So the best defense for a skilled melee fighter is to be right up in a gunfighter's face, slapping his hand every time he tries to point his peashooter at you.
You want to carry anything, ever.
You want to be able to grapple or brawl.
You like climbing.
Your character uses tests of wills or tricks.
Your character lobs grenades.
Your character isn't really in to violence as an omni solution.
Your character isn't wealthy.
Setting has primitive firearms.
If you play Savage Worlds, be sure to check this guys free stuff out, he releases a lot of good stuff for free. The armory and spellbook are excellent, especially if the process of using trappings on spells doesn't totally click for you.
Role play based hindrances are problem with any merit and flaw systerm but to SW's credit any role play bases flaw is noted in the rules and it has guide lines for when the player is t role playing it.
Yeah. If you want to get your points from your Hindrance and ignore it permanently, you can do that (assuming your GM lets you get away with it). But roleplaying your Hindrances is one of the easiest ways to get Bennies, so *not doing that* is just handicapping yourself.
Do you mean Wounds? Because there's no "Health" in Savage Worlds.
Assuming that's what you mean:
*You have a Toughness score equal to 2 + half your Vigor die + any armor you're wearing.
*When you get damaged, one of three things can happen: nothing, Shaken, or Shaken and wounded
*If you take damage less than your Toughness, nothing happens
*If you take damage equal to or greater than your Toughness, you are Shaken.
*If the damage exceeds your Toughness by 4 or more (a raise), you are also wounded. You take 1 wound by every 4 points of damage over your Toughness you take.
*If you are already Shaken and suffer another Shaken result, it turns into 1 wound. (You can still only take 1 wound per raise, so in this case, you don't take *another* wound for beating Toughness by 4.)
*You have Toughness 7 and take 5 points of damage. Nothing happens.
*You have Toughness 7 and take 9 points of damage. You are Shaken.
*You have Toughness 7 and take 12 points of damage. You are Shaken and suffer 1 wound unless you choose to spend a Benny to soak.
*You have Toughness 7 and take 16 points of damage. You are Shaken and suffer 2 wounds unless you choose to spend a Benny to soak.
When you are Shaken, you must make a Spirit roll to act on your turn. If you fail, you are still Shaken and lose your turn. If you succeed, you act normally. (Under old rules, it was: fail, still Shaken; succeed, you lose Shaken but take no actions this turn; succeed with a raise, act normally.)
You can go up to 3 wounds and still be active, though you take a -1 penalty on all actions for each wound you have. When you take a fourth wound, you become Incapacitated and must make a Vigor roll to avoid permanent maiming or death.
>If you succeed, you act normally. (Under old rules, it was: fail, still Shaken; succeed, you lose Shaken but take no actions this turn; succeed with a raise, act normally.)
Wait, since when? That definitely makes things very different - and shaking enemies up a lot less useful. I guess it's good for avoiding stunlock, though.
Pinnacle issued a new official version of the Shaken rules a few months ago on their website. It's going to be in the next printing of the corebook. Personally, my group doesn't use the new rule. They said they wanted to ease stunlock and speed up combat, but neither of those have been a problem for my group, so it's a case of fixing something that ain't broken.
Anyone here have the Fantasy Companion? I'm working on a game I want to run in Savage Worlds and I would like to know a few specifics about it. I know it adds in a boatload of magic items and different racial templates than what's in the core book, but what else? Like what kind of new Edges/Hindrances are there? Any additions/reworks to magic?
How exactly are you supposed to do Psions/Espers in Interface Zero? Because I don't see anything in the book.
You just use the standard Arcane edges from core?
Yeah... That ones new to me. Make shaken less usefull but does ease stun lock so not sure it want.
Still can't get over the post 2010 medical bonus. I was make a based off the 2008 Russian invasion Georgia. Well maybe I can drag the war out two years?
So I'm writing up some trappings based on Geist keys, how do these stand?
Grave earth manifestations tend to be brutish and powerful. Whether it's making someone's skin hard as rock or choking someone's breath with clay.
*beneficial powers add +2 armor vs physical attacks (strikes, bullets, collisions), but reduces pace by 1 and water counts as a dispel against it.
*Damaging powers shove and move people about. For +1PP you can move the target of a power who has been damaged up to 3" in a straight line. The target must end their move in an unoccupied space. If multiple targets are damaged in a power they must move towards the same direction.
The Industrial trapping isn't as obvious as others. Rather than manifesting overtly it changes the properties of the objects it's used on. The gun that gets polished to a mirror sheen and the gun that warps, rusts then falls apart are both affected by Industrial trappings.
* non-damaging powers used on technology created in the 1970s and prior adds +2 to the manifestation check to cast it. (Most weaponry and everyday appliances, doors, petrol-cars)
* non-damaging powers used on technology created after the 1970s incurs a -2 to the manifestation check to cast it. (Personal computers, modems, electric cars, prototype weaponry, tasers)
* damaging powers cast on people decrease the die size of damage by 1, powers cast on all technology increase the die size by 1. (An Industrial Burst tears at the merc for 2d8 damage, the gun in his hands and the APC behind him though takes 2d12)
I had no idea there was an updated edition.
Yeah, now everything makes sense. Much better book overall.
But I don't like what they did to the system. Shit is hitting the fan everywhere. They kind of overdid it.
Humans are emotional creatures, so it's no wonder that emotions echo through the underworld. The Passion trapping alters the emotions of those it affects.
Catatonia: Damaging powers gain AP 2 and always deal non-lethal damage. However, they reduce damage by one die size and cannot affect mindless creatures or objects.
Control Emotions: You can subtly alter the emotions of those affected by your manifestations. For 3 rounds after being affected by the power (regardless of duration) the target gains a +1 or -1 to opposing a Test of Wills. For the same duration they gain the same bonus/penalty to Persuasion checks.
The power of the wild. Whether it's the grasping branches of a crooked oak or the savage mauling of phantasmal animals.
Alpha: All powers targeting animals gain a +1 to the casting roll.
Maul: Targets who are shaken by a Primeval power must make a fear check.
Mother Nature: When casting a beneficial power on an ally gain a +1 to the roll. When casting a beneficial power on yourself take a -1 penalty.
Entire world is in complete chaos. EU falling apart with riots and civil wars, war with China, fascism in N.America, crazy virus going around fucking up the net, solar flares killing 750 million people.
It feels like way too much is happening at once.
Compared with *what* in D&D?
Assuming you mean "high level D&D" or "epic level D&D," then it's not anywhere on the same scale. Savage Worlds characters tend to grow laterally rather than vertically, so they start out about as competent as a 4th or 5th level D&D character and end up about as powerful as a 10th or 12th level D&D character, but with a lot more breadth of ability. Savage Worlds characters aren't as mono-focused as D&D characters, so even a wizard can be a pretty competent fighter, and a fairly dedicated warrior can have a bunch of thief-y skills.
But Legendary Savage Worlds wizards aren't ever going to be smiting an entire city with a mere gesture unless you add some stuff in to your campaign, and a Legendary Savage Worlds warrior still needs to be concerned about a huge mob of peasants hacking him to pieces with pitchforks.
Sooo....does anyone have a treasure trove of SW PDFs somewhere? Mega store?
I have the hardcopy SWD book (+ IZ 2.0) and I wanted to look at some of the other settings.
Is SW magic any good?
SW magic is very functional. It's pretty much geared around round-based combat, so there aren't any D&D-style long-term buffs unless you're using the ritual casting rules from the Companion books. It's pretty dry, though; the flavor is expected to come from the GM and players working out how magic works in the setting and adding trappings (basically.
I have mixed feelings about SW magic.
It's a very simple system and that's good. But you have powers instead of real spells. Like instead of tons of different attack spells you just have Blast or Bolt powers that let you do a lot of things. At least thanks to that you don't have a 200 pages long spells section, but it feels a bit lacking.
It's very easy to work with when you want to develop your own magic systems though.
The really dumb thing is how increasing your skills or attributes actually lowers your chance of acing dice rolls.
With d4 you have 25% that you will roll another dice. With a bit of luck you will roll that d4 3-4 times and get a ridiculous result.
Yes but if it takes significantly more investment in a skill (It takes strength and fighting, which isn't strength based), it shouldn't really be objectively worse than 'D4 shooting with a shotgun'
But it makes you more likely to *succeed* without having to ace, which makes a big difference if you're suffering any penalties or have any situational bonuses. If you look at this link:
You'll see that the only place it actually matters for probabilities on a *tiny* set of numbers for *tiny* alterations in the chances.
If punchy fists were as good as "hobo with a shotgun," then guns wouldn't have overcome martial arts as the weapon of choice in history and action movies. And as noted upthread, being up close against a fighter of *any skill* makes it way worse to hit them.
If that's intentional, that's fine, but they should acknowledge fisticuffs are a trap option and you should just go for firearms instead. But if they're both presented as equally viable options and require similar investment (or more in this case), the options should BE equally viable. Having one significantly better only works if it's the one that costs more resources, not the one that costs less.
>If you succeed, you act normally. (Under old rules, it was: fail, still Shaken; succeed, you lose Shaken but take no actions this turn; succeed with a raise, act normally.)
When did this change? Did they release a new version of the core rulebook?
If I was interested in buying the core rulebook do I want to buy savage world's deluxe explorers edition? That's the most recent release but I read somewhere its a smaller book, potentially cutting out some stuff
Is there a PDF available somewhere?
If you are playing a modern setting why the hell should there be people who do the same damage with fists or swords as people with guns?
That's not how reality works. Hell, that's not how action movies work either.
It's not a trap option though. You are not playing a competitive pvp match, you are roleplaying, and there are various situations where knowing how to use your fists is much more useful than knowing how to shoot.
I don't think they are presented as equally viable options. Possibly they don't actually make it explicit that guns beat fists, because why would you need to?
Unarmed edges are useful for characters who can't count on going into every situation armed - like if you're running an espionage game or something.
If you're playing a straight D&D-style brawler and you want to be the monk who deliberately eschews weapons then you probably want to pick up some superhuman powers to make up the difference.
So anyways, are psionics effective in Interface Zero?
They use the same powers as fantasy settings. But instead of fighting people with swords and bows they fight people with miniguns.
There are fan-made supplements around the web that add additional edges/arcane backgrounds for unarmed combat (both mystical and grounded).
But in any semi-realistic setting, a shotgun is more effective at killing than a fist, for obvious reasons.
Of course you can run wuxia with Savage Worlds/ If you're running classic fantasy wuxia, then there aren't any guns. If you're running late-era wuxia, then guns are generally presented in the source material as a big threat anyway. If you're running modern magical martial arts, then martial arts being magical makes up the difference. It's not a white room scenario here.
By default, guns work better than punchy fists in a direct "guns versus fists" fight. Different settings change that around, and many settings don't have guns at all.
What do you mean by "utility magic" in this context? Because I'd say that things like beast friend, elemental manipulation, darksight, disguise, environmental protection, shape change, and speak language all fall pretty firmly in that bailiwick.
Thanks for the pointer. Not quite what I'm working on but it should help a lot.
The basic concept is "everything is true."
The God of Abraham is real, Zeus and the rest of Greek Myth was/are real, Roswell Aliens are real, Gilgamesh is real, Godzilla is real, and so on. In a 1966 where humanity has begun to colonize space, developed AI, and WWI never ended, just continued on into the era's of WWII, and the Cold War.
So I was thinking more along the lines of Hellboy where there's the "Troll Market" under the bridge, but only if you can find the hidden door and crack the lock. If you stand in front of a mirror with a dead fish and ask to speak to Auntie Marriety at 2:43AM on the second Tuesday of June you'll find yourself in a withered old forest.
Or you could just dive around the Telnet and travel to the planet Yokonadai in a rocketship.
Basically something really over the top and silly.
Is it just me or powers with 3(1/round) duration are crap?
Keeping such a power for one minute takes 10 PP. And gives -1 to all other powers.
It just looks like there is no point to take them when powers like Blast are so effective.
Meanwhile Hellfrost's unlimited time seems too OP.
What's the source of the cuddles non muggle?
Anyway I was thinking house ruling that instead of the wild die characters could roll their related stat die along with the skill die.
What do you think? I'm just not a fan of the on skill checks defaulted d4-2, it's just too punishing in my book
Levelling the skilled I would give you a second chance ( and some special effects make a distinction between wild role and skill roll) but you're right they will move balance in favour of stats of the skills.
But for sure campaigns I do think that's better. There's no real point to have a high stat outside of character creation in core.
You've got a guy, he knows the burst power deals 2d10 damage in a cone. Counts as a heavy weapon. Nothing too fancy. Just straight damage, bang, dealt with. Bad guys fall down.
Then you add in a trapping.
If you used the Industrial one rather than fucking up a bunch of people it would destroy the hell out of their cover. Or their vehicle. Leaving them all exposed as well as hurting them.
If you used the Primeval one and dealt damage then they could get feared. Meaning they do something other than shooting your ass off on their turn, like fighting off the flock of phantasmal birds that are going for their face.
Or you use the Passion one, leaving them open to getting taunted and shaken or just unconscious. In case you needed to drag them to your dungeon for hand holding.
>Easier management with power points instead of X per day,
>I don't recall being able to choose different effects for a disintegrate or magic missile spell
> you can have 1 generic Wall spell and choose what extra effects it has rather than 13+ different wall spells in different books
>Adds flavor, an armor spell isn't some invisible force, it's conjured scraps of metal plating stopping bullets, or an aura of fire that rebukes attacks, or a cloak of darkness that abosrbs attacks and hides you
>you can have 1 generic Wall spell and choose what extra effects it has rather than 13+ different wall spells in different books
This is what I mean. How is having 1 Wall power with 13 different effects different from 13 different wall spells?
Didn't cause any balance issues then? It's just for a combat stat it seems painfully under power compared to agility.
If you are close range guy you gonna need to take some hits
They're not singular spell effects, they're branching things that affect every spell you cast. So a trapping that applies to Wall can apply to Armor and Burst as well.
They're modular so you can easily work out how to homebrew your own and thus further diversify spellcasting.
Even if they weren't it saves on bookkeeping. Having to dig through a list of Walls A-Z to find the one that fits the situation across multiple pages and books is ridiculous.
>doesn't require an encyclopedic knowledge of every splatbook in existence
Isn't that what SRDs are for?
What's the point of having 10 spells with sorta different effects if you could have books and books of actually UNIQUE spells with UNIQUE effects?
The default power list is very focused on combat yes. SW is a miniature battle game at heart. Things like th fantasy supplement and some fan resources help flesh out the power list.
How exactly are you supposed to make high elves in SW?
All Thumbs seems like something they really shouldn't have. And normal elf racials give absolutely nothing for magic while humans get one edge for free so they can use it on arcane edges.
The big problem is how powers are so centered around combat their durations ignore the fact that things could happen between combats.
Like this 3 rounds duration for most combat spells is simply a joke. I like the Solomon Kane version where they work 1 minute per your rank.
How is an Ice Storm different to a firestorm? Cold instead of fire damage.
A Cold burst to a Fire Burst? The cold burst fatigues and slows people, deals cold damage. The fire has armor piercing and sets the entire world on fire, deals fire damage.
The fact that each trapping significantly changes how a spell functions makes them unique. An Acid Burst is different to a Necromantic Burst and both are different to a Sound Burst. They don't need a separate entry to make them different and bloat the book unnecessarily.
Yeah, it's much better than releasing book after book with spells that are the same with just minor alterations.
D&D approach to spells is a joke. Hundreds of pages and most of it is either useless or just minimally different.
Dnd spells boiled down to killing 100 level one monsters or one level 100 monster. Savage worlds doesn't have the best magic system ever (that being Witch Girl Adventures) but it's still pretty streamlined
But "Melf's Acid Arrow" or "Acid Arrow" sounds way cooler than "Bolt with acid trapping". I thought Savage Worlds was supposed to be more creative and narrative than that.
>This game doesn't make the spells pre-packaged for me! I have to make my own spells with my own fluff!
>that means it's uncreative and anti-narrative!
I mean, maybe I just wasn't following the conversation, but you are being intentionally sarcastic, right?
There is literally nothing wrong with slapping an acid trapping on a bolt spell and calling it "melf's acid arrow" or "kiss of the alchemist" or "Thinman's spit". I'm encouraging my players to do that. It's a roleplaying game, employ some bloody creative skills.
You are clearly baiting, or you are actually ignorant to the point where you can't conceive why a GENERIC system would do magic differently than DnD. Either way, you are not worth responding to any longer.
But why BOTHER doing magic differently? Having a plethora of spells to choose from makes each caster unique because they can all have different spell lists. What's unique about all the casters using the same exact "bolt" spell that all function the exactly the same but "look different"?
You make a high elf race then.
There's rules for creating races on page 22 of the core rule book.
Free edges, like an arcane background, are +2 racial abilities. 5 free power points for a specific arcane background are +1 racial abilities.
>-Not everyone has to take bolt
Why wouldn't every caster take bolt? It's not like there are any other attack spells.
>-Trappings DO make things different
Not enough to matter.
>-Your spells aren't everything about your character
What else defines a caster besides a spell list?
There are plenty of other attack spells, go read the damn book.
Trappings actually have significant mechanical impacts on your spells, go read the damn book.
You're a terrible player if you honestly believe nothing other than spells defines a caster. That's like saying a fighters personality is only defined by their equipment. Which is backwards. Your characters history and personality, which define them, should determine what spells they have, use, and are inclined to.
>Why wouldn't every caster take bolt?
Because not every caster is combative?
>Not enough to matter.
That's like, just your opinion man.
>What else defines a caster besides a spell list?
History, appearance, beliefs, personality, and ambitions, in order from least to most important.
>Not enough to matter.
There's literally an elemental ball series of spells in 3rd edition D&D that are only different in what elemental damage type they are using, so even your own damn series of games disagrees.
This is just fluff. What I'm asking is what makes any given caster different from another caster mechanically. If everyone just takes the same spells with different fluff, what's actually different?
>elemental damage type
Yes, but each of those damage types have defined rules. This makes them unique. Not to mention the descriptions of each spell. "Bolt of bees" doesn't tell me anything.
>This is just fluff.
Do we really have to explain what roleplaying is to you?
>What I'm asking is what makes any given caster different from another caster mechanically
Guess you haven't actually read the rules then. There are considerable mechanical difference between trappings. Go buy the core book and go to page 122.
Then why aren't the mechanical differences made into different and unique spells so it will be easier to pick from? This is just an extra step. I don't need caster creation to be even more complicated than it already is.
>I don't need caster creation to be even more complicated than it already is.
This is precisely why it's not made into different and unique spells. It's to cut down on time. That way, as has been explained above, you don't have to spend 30 fucking minutes leafing through six rulebooks to find the rules for that exact spell. You can turn to the power you're using, turn three pages over, if that, to the trappings list, and modify it as needed.
You are missing the key point of Savage Worlds, I feel: SW is supposed to be "Fast, Furious, and Fun." Leafing through six fucking rulebooks in the middle of a round to find the effects for one spell is not fast, it makes you furious, and if you think it's fun then that is where you and I have a serious difference of opinion.
It's far easier to pick from an existing list. I don't see what's wrong with keeping things simple.
This is why I come prepared with spell cards for all of my spells. I don't have to dig through any books at any point. What you're talking about is basically just creating each and every one of your spells from scratch. Sounds time consuming.
I literally don't know how much more simply this can be put, so I will use small words and short sentences.
First you pick the power you want to use. Then you note its effects. Then you check the trappings list. Then you pick a trapping. Then you apply the changes from the trapping to the power.
It takes literally less than two minutes if you've got the rulebook handy. You don't even need to do it ahead of time. AND it gives you a bit more creative leeway. Which, in a toolkit like Savage Worlds, is always a benefit.
But, as >>44743769 pointed out, you're expecting to have your hand held and have other people do the creative bits for you.
>That's the DM's job.
Oh, so you are, in fact, not GMing.
Well then, congratulations. You're still a lazy prick who prefers to have his hand held, even is a system that is far and away simpler than the one you'd evidently prefer to get your magic from.
Here's how they both work, by system:
>Pick your specialized school.
>Determine number of spell slots you have at that level.
>Look over spell list.
>Assign spells to individual spell slots.
And that's literally just for wizards. Not even touching sorcerers, clerics, and who knows what the fuck else they have these days.
Compare that to Savage Worlds:
>Find out how many powers you start with.
Boom. Done. And it doesn't get to ridiculous levels of bookkeeping at higher levels either.
Unfortunately, we live in the era of Poe's Law. That anon might be baiting us. Then again, they might also be a massive fucking moron who needs to be introduced to the chair leg of truth.
Body shows how much damage you deal and how much damage you take.
Agility shows how likely are you to hit, and how much damage it deals.
We didn't use combat skills (essentially set them to the same as the stat, but could take edges to boost them), and ranged combat worked like melee instead of the whole "target number is always 2" bullshit.
Yeah, no, heavier weapons are simply not worth it with the katana existing. If you ban the katana, TWF still>>>>one heavy weapon.
>Agility shows how likely are you to hit, and how much damage it deals.
I meant to say "and how good you are with dodging". Anyway, point is high strength/body types hit huge and tanked, agi types hit precise and doged.
The rules are simple. The design philosophy behind the game is "Fast, Furious, Fun" and it truly is.
Ignore anything that says "pulp". Some of the campaign settings written for the game can be "pulpy", but the system itself is very open.
What rules light systems do you like?
You want to pick your spells from a fucking list?
Fucking here, lazy shit, D&D magic for Savage Worlds. Enjoy.
The argument that SW spells lack mechanical variety in comparison to DnD is valid, however this design choice is intentional and in line with what SW is aiming to accomplish as a system. It is not a game tailored specifically for high-magic settings, although it can be modified to better suit them. Just make a list of modifiers and sort them according to type (damage: instant, over time, combination; duration: instant, variable; debuff: skills, attributes, etc.), and then mix and match to your heart's content.
>it makes you furious
Legit laughed at this. And not in that sarcastic, condescending way. Well played.
That's exactly what >>44744129 is. It's literally D&D spells converted to be (sorta) Fast, Furious, Fun. If nothing else it tries to match the power level of magic in D&D. Savage Worlds casters seem to plateau in power as they advance while D&D casters' powers grow exponentially.
I might apply this house rules.
also I was thinking of adding brawling which is the pure strength vesion of fight. Might be making Strength too OP but will give the parry bonus only close combat only.
>Witch Girl Adventures
Oh boy, how is it possible that I never heard of this thing before.
What's your target for brawling? The opponent's Parry?
That doesn't make much sense. Why would being stronger make you more likely to hit someone?
Unless it goes against straight Toughness which still doesn't make sense because why take fighting at in that case?
Has anyone had any experience with any of the Pinnacle settings? I'm currently running a Deadlands campaign, but Rippers and Solomon Kane look neat.
That's not true at all. You roll your stats directly for a lot of stuff. Strength for damage rolls, Agility for tricks and avoiding area attacks, Vigor to soak and to avoid poison or disease, Spirit to get rid of Shaken and avoid fear, and Smarts for tricks and common knowledge checks. There are lots of reasons to have a high base stat mechanically.
I've run quite a few of them. Rippers is awesome, but I recommend picking up the new version instead of the old one, since it makes rippertech a little less worthless. Honestly, SW has a fucking boatload of good settings: Interface Zero, The Day After Ragnarok, 50 Fathoms, Evernight, World of the Dead, Accursed, East Texas University, Necessary Evil, Realms of Cthulhu, Slipstream, Suzerain, The Sixth Gun, The Last Parsec, Weird Wars, Wonderland No More...
Fuck me, I'm sure I'm missing a bunch of good ones too. There are just too many to pick from.
There's Necropolis, which is kind of a Savage Worlds take on Warhammer 40K, but I can't think of a setting that's more like Warhammer Fantasy. You could probably make one pretty easily with the corebook and the Fantasy Companion, though.
Savage Heresy exists, but I've never tried it out
Magic is Mana based. There are 13th school of magic. You get a bonus for for some according to back ground but you can pick which ever you want and how many ranks you put in each. You automatically know all the spells you have a rank in.
Spell cost, damage and area of effect and range are an according to the rank you cast that spell.
The rest of the game is plants on head bananas both in mechanics and tone but the magic system is flavourful and flexible while lite on tedious bookkeeping.
I've been meaning to do a savage worlds conversion actually.
How would you guy's stat a Mare's Leg for deadlands?
Mare's Leg (Modified .44-40 Winchester)
Min Str d6
So basically the damage and penetration of a rifle, but with the reduced range of a pistol because of the shortened barrel. The .44-40 Winchester is already in Deadlands Reloaded, so it was just a matter of changing the range.
Shorter barrel means less accuracy and lower muzzle velocity. This translates to a lower effective range and less impact.
You get to a point were you're wasting energy and should really just use a smaller cartridge.
you know? I just don't get it. Savage Worlds is a pretty solid system. The books could use a little editing to make them easier to learn, but it's not even half as bad as Shadowrun 5e's horrible core rule book that hides important rules in a 500 page book without any references to them in the index or table of contents. It doesn't have glaring oversights like GURPS, which uses an inherantly limited "roll under" system (never a point to improving a stat past 16). It's not limited to fantasy the way d&d is.
What I don't get is, why the hate for Savage Worlds? I run into very few people who play it and hate it, but if any one's even heard of it they say "I heard bad things about it." I'm kinda curious what the "bad things" are?
The biggest complaint that I've gotten is it's too crunchy, doesn't provide enough options to make things interesting, and it's too easy to die.
Then you also have people like the troll from earlier who think that just because SW doesn't hold your hand when it comes to creativity, it's a flawed system.
What I want to know is what they play that is not "crunchy". Even FATE's book is 300+ pages and you need to read most of them!
Is it the math? Is it literally because you have to add/subtract up to 4 sometimes? This isn't crunchy, this is simple. The beauty of Fast, Furious, Fun is that it ACTUALLY is FAST.
Multiple die types adds nothing to the crunch. Everyone is just too used to using d20's for actions.
I know you're not the one saying these things, anon, I just wish someone who thinks this way would speak up so we can help them understand.
Obvious troll was very obvious.
I'm not... anybody you've been talking to here, but I'd honestly like it if Savage Worlds were a bit lighter. I feel like it has the core of a rules-light game, but then stacks more details on top of that than it needs to. This certainly doesn't make it some super-complex juggernaut of... uh... complexity, and it doesn't mean that it's harder to grasp than most games out there, but RPGs in general tend to be overwritten.
While the math is simple, it does feel somewhat arbitrary in the sense that you are often aiming to beat multiples of four. Mathematically, this is because of the way skills/attributes work, but intuitively it does seem somewhat weird in comparison to rolling against your skill for example.
Also, while having multiple die types doesn't make the math more complicated, changing between them all the time in actual play does add another layer of busywork which people will identify as being "crunchy".
It is also more difficult for the GM to come up with difficulty levels for checks on the spot because knowing that player A has D8 in Stealth and player B a D6 (and ignoring the wild die) is not as intuitively clear as knowing they have 50 and 70 in a percentile system for example.
Exploding dice and the choice between the default and the wild die on each roll add a further degree of busywork as well,which adds up throughout the session.
I do believe I'm going to lift those stats and use one of these in my next Deadlands sesh.
Kudos, random frontier firearm enthusiast.
As >>44770695 pointed, the base rules/math is simple, but then you add initiative cards, rolls on tables of various sizes, rolls without the wild die, unskilled attempts vs common knowledge rolls, etc.
Skills/attributes might also pose a problem. There are some with broad uses (Shooting) and some extremely narrow ones (Taunt), no dedicated "face" attribute (Charisma can be raised only through "feats" and racial choice), no crafting/perform skills/rules, etc.
Now, none if these admittedly small issues are problematic on their own, but they do tend to add up and start causing problems for some GMs/players. SWA, like DnD is a system with a lot of little quirks, which can bother people looking for something more streamlined and generic. Fortunately, its quirks are not nonsensical and gamebreaking as the ones inherent in DnD.
All game systems use arbitrary methods for statistics. Rolling a d8+2 vs target 4 (87% chance of success) is no more or less arbitrary than rolling d20+7 vs target 11 (85% chance), it's just faster and easier.
The rules state that almost all tasks have a target of 4. To do almost anything all you have to do is hit 4. All the GM has to do is add or subtract 1 or 2 depending on the situation.
Example: climbing a rope out of combat takes no roll. Climbing a rope during combat is target 4 to make progress. It's raining? Target 5. It's storming? Target 6. Fast, furious, fun.
The fact that both are arbitrary doesn't mean they are equally easy to deal with. The difference between an item costing 9.99e and 10e, while essentially arbitrary, is pretty significant in psychological terms. Same with something costing 14e or 15e, since currencies usually print denominations in multiples of 5.
>The fact that both are arbitrary doesn't mean they are equally easy to deal with.
>it's just faster and easier.
We're not talking about money or psychology. We're talking about math. Simple math. Surely you can understand that it is faster to compare 1d8 to 4 than to compare 1d20+9 to 21.
Yes, both are simple addition. Yes, it is not difficult to figure out 1d20+9, but when you roll 1d20+9 vs 21 for 6 different creatures it's going to take more time than just simply comparing 1d8 to 4 for the same number of creatures.
"Multiples of 4" only comes into play when determining if raises occur.
Example: Thwaker the Rager slams an Orc with his Battle Axe. He rolls 1d12+1d8 (his strength die+weapon damage) and gets 8+5, 13.
13 is then compared to the Orc's Toughness, 8.
13 is more than 8, so he bypasses the Toughness and causes the Orc to be Shaken.
The GM then counts, ON HIS FINGERS IF HE WANTS, 9... 10... 11... 12... 13. That's FIVE FINGERS. Thwaker dealt 5 damage over the Orc's Toughness. This counts as a Raise so the Orc takes a Wound in addition to being Shaken and dies a bloody death because he's just an Extra.
13 is 5 over 8=Raise=Wound=Dead Extra
Does it get easier than that?
So say a relatively normal character wanted to climb a kaiju and plant some kind of weird science device to kill it or put it to sleep.
Would you allow that scene and how would you run that?
DnD is not exactly the system to beat when it comes to elegance and speed.
Also, the example you've posted is not really that fast or simple. In DnD combat, 1d20+9 (totaled attack modifiers) vs AC (also totaled) is followed by a damage roll +/- modifiers, -dr.
In SW you would roll Fighting vs Parry (+/- a raise if the result goes 4 over, rolling an additional 1d6 for extra damage) + 1d6 for the Wild Die, and potentially more if either of the die explode, then a Str roll + Weapon damage roll vs Toughness (+ a soak roll potentially).
Yes, killing trash mobs in SW is faster than in DnD. But fighting against Wildcards/NPCs is not really faster, and is definitely not simpler thanks to a variety of dice and the kinds of TN involved.
well you'd have a character with the weird science edge, so he can use the same spells as the mages, mostly, but in the form of weird science devices. so this guy would have the wierd science edge and the sleep power or blast power (fluffed to be some harmonic sleep device or somethign) so for the climbing up bit i'd say an opposed agility to notice with big bonuses to the monster, maybe much easier if its already shaken or if its distracted by someone, and if he succeeds he gets the drop on it so +4 to hit and damage with the weird science device. the alternative is you want to be more hard mode and epic with the climb is to make it a dramatic task,much harder to pull of but the pay of is the device does a lot more damage or just takes it out in one.
I'd just like to point out - someone earlier claimed that Bolt is the only damage spell.
It's not, it's one of three. Bolt is the "I deal lots of damage to one target" spell. Then there's also Blast, which is the "I deal damage to lots of targets in a large area", and also...Burst, I think is the last one? Basically you fire in a cone, like setting off a highly magical shotgun.
Both Blast and Burst also have associated templates that you can place on a physical map, if you're playing on one.
That's why SW HAS trash mobs. The idea is that you're supposed to be fighting the Named Orc Warlock, and his friends the Interchangable Mooks.
The Named Orc Warlock is a Wildcard, and thus is important to the story and is difficult to kill. His unnamed buddies aren't, and so get swept out of the way quickly - but they're still a threat because any one of them could get lucky on a roll.
Especially because Orcs in Savage Worlds are NASTY fuckers, and many a party has been wiped out because they assumed they were in D&D land and that Orcs were basically threat level 1.
Savage Worlds stats for Orcs make them a big problem.
I've been running d6 space, not super satisfied with it so far. It's good, just not the white whale RPG.
At any rate, how does SW weigh against D6 systems for crunch vs. Freedom and openness?
I'm not sure what you mean by freedom and openness.
It's open in the sense that for the GM, it's very easy to come up with mechanical representations of stuff and people even without preparation. Like, if the PCs randomly decide they want to find a bounty hunter, and the GM had no idea they were going to do this and now needs stats for an unanticipated NPC, he'll probably spend longer thinking up a NAME for the bounty hunter than he will statting him out.
On the other hand, SW tends to have a specific band of competence it expects players to fit in. You never get to be a demihuman, world-shattering force of nature. So that's a limit on your freedom, I guess?
Mind you, if you're doing d6 Space, I have to admit SW's support for space opera is rather lacking. You have cyberpunk and wh40k-with-serial-numbers-off and Flash Rogers And The Galactic Patrol, but very little in the way of taking your Terran Commonwealth Cruiser out into space and punching a Proud Warrior Race guy.
The best you get is a Science Fiction Companion book, with some rules for aliens, cybernetics and vehicles.
This is one of DnD's greatest flaws really. HP explode with levels. So there is a gigantic difference between lv1 and lv10. In DnD a high level character can destroy an army of lv1 enemies or easily survive multiple hits from catapults and even cannons.
Even fucking Avengers movies aren't that unrealistic. High level DnD characters are basically gods.
Thats not entirely true. The way the math works out, an exploding d4 is a few percentage points more likely to hit tn 6 than an exploding d6, and an exploding d6 is a few percent more likely to hit tn 8 than a d8 and so on.
On average, an exploding d6 is still worth more than an exploding d4
>SW's support for space opera is rather lacking
Not anymore, friend. The Last Parsec is specifically their big new space opera thing. The Sci-Fi Companion is very useful, and Last Parsec builds on it.
Remember also you must then subtract HP and keep track of HP for all creatures. Lots of bookkeeping.
Savage Worlds solves this with Extras (minions, mooks, and the like) having only one wound and therefore only 2 states on the board, uninjured, or shaken. If they take a wound, you remove them completely. Enemy Wild Cards get three wounds so at most all a GM has to do is be watchful of 3 "HP" for any given "elite" enemy. Sounds a lot faster than d20 to me.
Fighting a Wild Card may take more ROUNDS but the actual real time spent playing those rounds will be far less than d20 systems.
>kinds of TN involved
What "kinds" of TN are you talking about? Targets are almost always 4+/-1,2,3, or 4, or in rare cases upwards of 5. This is much more simple and much faster than the way d20's handle targets.
Has anyone experimented with the magic system? Not using Vancian Magic, but something similar to a target number, or HP cost system?
If so, were they effective, fast, and most important, fun?
I'm hoping that making things a roll will allow for some sillier/bigger spells, but am afraid it'll just wind up more needless die-rolling for a similar effect as the points system already in place
I've seen complaints on other sites from people who just seem to be trying to use Savage Worlds for something it wasn't meant for.
It's Fast, Furious, Fun. It's for action-adventure, and it's really fucking good at that. If you're trying to use it to run some sort of kingdom-running game all about politics and building a society it just isn't going to support you. There are better systems for investigation-heavy games or horror.
But for action-adventure? SW is pretty top-notch. Yet somehow the fact that it isn't everything to everyone gets held against it.
I almost feel bad. I was going to run my next campaign in Savage Worlds, but I ended up finding a really intriguing system that I think will fit this specific campaign better.
I feel bad because none of the players in my group has played Savage Worlds yet and I think they'd really like it, so I really want to introduce them to it. Maybe the next campaign will be a better fit.
I'm going to be running a campaign about characters who are fugitives due to being framed and have to work in the shadows, and Blades in the Dark is an absolute perfect fit--the way it handles magic and spirits is perfectly in-line with how I want this setting to work, too.
I'm actually going to run Blades in the Dark as-is at first to see if I like it as much in play as I do on reading it, but then I'm going to hack it to change it from a Dishonored/Lies of Locke Lamora setting to something a bit more 20th century.
>If you're trying to use it to run some sort of kingdom-running game all about politics and building a society it just isn't going to support you.
Unless you use the Hellfrost rules for just that, which makes it boil down to 4 rolls or so for every year you work on your little city.
I dunno, but I got this from a PDF share thread a while back.
There's an "early access" release on DriveThruRPG right now. Apparently the rules are complete but there's more setting stuff and detail that hasn't been added yet (and he's planning on doing an SRD, too).
That's from a couple of versions back. It's up to version 5 now.
So I'm thinking of scaling the effects of failing a club. If they fail the ace then the kaiju tries to swat them like a bug. If it's the king, queen, or jack, they slip and drop the device. If it's any other one they stumble, slip, and fall a number of feet equal to the card drawn.
Once they get to the top and set up the device, I'm planning to just let them bail with whatever they want to roll.
How do you guys feel about houseruling parry and toughness as penalties to Fighting/Damage rolls? Taken from Savagepedia:
1.8.1 Parry as a penalty to Fighting
By changing your Parry calculation from the standard ((Fighting/2)+2) to the slightly altered -1*((Fighting/2)-2) you can convert Parry from a variable Target Number to a Penalty (or bonus, for characters without Fighting) to the Fighting rolls of attackers. When using this rule, Fighting is rolled against a standard TN 4, thus bringing combat one step closer to consistency with the core mechanic.
1.8.2 Toughness as a penalty to Damage
Toughness is less troubling to me than Parry, since damage is not technically an trait roll (although you may roll your Strength die as part of it), and therefore is not technically covered by the core mechanic. However, since damage rolls follow other conventions of Trait rolls (acing, raises, etc.), it might well be more consistent if we converted it to a penalty and set Toughness up as a penalty to a damage roll with a standard TN 4.
This change is easy and consistent with the change we made to Parry. Normally, you calculate Toughness like so: ((Vigor/2)+2). To get a penalty instead, you just do this: -1*(Vigor/2)-2).
I believe you're either trolling or legitimately retarded, but to sum up for you because i've fuck all else to do:
1.spells in the book are just templates for you to modify as you wish
2. you can rename the spells whatever the fuck you like
3. you can make long lists of spells
4. you can add trapings so the spells look, and WORK differently - cold blast will slow people down, hot blast might set them on fire, etc.
4a. *AND* YOU CAN NAME THEM SOMETHING THAT ISNT "BLAST"
5. so the spells you MAKE you can tailor to your character however you like, and each spellcaster will be different with a different spell list, even if they base them off of the same power
5a. YES YOU ARE ALLOWED TO CHANGE *BOTH* THE TRAPPING AND THE NAME TO SOMETHING UNIQUE you retard
6. so you can use the spell in the book as a quick reminder of how "blast" or "bolt" family of spells work
7. really just fuck off, reading this exchange was painful and shame on anons that kept responding to you. Me, I'm just bored and taking the bait
While I agree with you, I do feel SW could benefit from a dedicated magic supplement (I haven't read the fantasy companion thpugh). Stuff like additional generic powers, sample mechanic changes and trapping application examples, a list of modifiers/effects for creating additional spells, etc.
You may be interested in the Super Powers Companion. Powers here are even more generic and each has lots of different effects to choose from. Each power has a base point price and the different effects add/subtract points.
For example you don't have "Bolt" anymore, you have "Attack, Ranged" with options like "extra damage", "non-leathal", "armor penetrating", etc. It's cool shit.