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Savage worlds general

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Hey guys, I'm about to start a Savage Worlds campaign in a few weeks, but I cant find the science fiction companion anywhere and I'm not about to pay 10 bucks for it. Anyone got any links? There's a torrent in the bay but no seeders

Also, Savage Worlds general thread. What is your favorite and most disliked feature of the system?
>>
>Favorite
Race generation guidelines, they help immensely when making custom races for a games.

>Most disliked
Hindrances, as they're usually either crippling or RP-based and there's far too few of them.
>>
> Favorite
Easy to pick up and run, Explorer's edition books are really cheap, Combat is quick and fairly easy to run.

> Most disliked
Plot point campaigns can be a bit railroady, especially for new GM's, Combat can start to feel a bit samey sometimes and also a bit swingy (I've had nameless mook #28947 knock at least two PC's to incap)
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>>53118211
Here you go Can you up load the original I'm having the same problem with the basic book.
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I really would not suggest playing Savage Worlds. It is a badly designed system with terrible meta-mechanics that encourage not only metagaming but ending session early, it also makes it near impossible for characters to fail at anything. The gun mechanic are broken, and literally do not make sense.

The only thing it is good for is being a miniatures wargame, and it even sucks at most of that. Exploding dice make stupid shit happen constantly, the damage is way overkill for 90% of the threats allowing characters to one-shot massive creatures with tiny weapons. On the other end, characters literally cannot fail, because they have three bennies per session which allow them to reroll whatever the fuck they want (not damage rolls, to be fair, but still). And the GM is told he is a piece of shit if he doesn't hand out more bennies for "good roleplaying" (in other words, stupid nat20-lolz bullshit). Also the characters get to roll a wild die with their normal roll and take the wild die if it is higher, thus making them even less likely to fail at anything. Not to mention the cancer of the bennies being basically a safe-space for retarded character actions, CAN and WILL spread to other RPGs you play with this group. Just count down the sessions until your character asks during D&D after failing a roll "can I have a bennie"? No, get fucked faggot. Failure is an important part of RPGs and Savage Worlds throws that shit out the window.
>>
>Fave
It's fast and easy. Much like your mom

>Dislike
Because most of the time your target number is 4, and you can easily get much higher than that, combat is also really swingy. Much like your mom.
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>>53118793
The exploding dice are broken as fuck but the game relies on them to work. Why not make the base mechanic 1d12 or d20 and have the step dice as bonuses? You wouldn't need the gayfuck exploding dice and the game might actually function as intended, instead of "lol kobold throwing a dagger instakills everything while your M16 doesn't do shit"
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>>53119762
Would it be broken to just let dice explode once? Like, if you roll maximum on the second roll, you just count it as zero?
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>>53120339
Yeah that works fine.
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THREAD REVIVED!

favorite: Edges, and building your character from the ground up.

least favorite: It sometimes feels like everyone is essentially the same character since edges are few.
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>>53119762
>letting mooks use wild dice
Dude, if you're going to critique a system, at least use it right first. Only Wild Cards get the wild die, which means only PCs and BBEGs, basically.
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>>53123965
Most people who passionately hate SW have never actually read the rules.
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>>53123965
Do mooks dice not explode?
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>>53119762
God damn it do I have to break out the math again. Last of these threads I was in we already showed that a hafling throwing a rock at your head decapitating you was a freak chance event that was nearly impossible.

Hell savage worlds doesn't even have kobolds. You have to go to some ancient outdated conversion of the 3.5 monster manuals for them. I'm not wasting my time to run the numbers on that.
>>
Like - The dynamic options for action resolution, especially multi-action combos. Really gets you thinking about what you're intending to do instead of just reciting a power's name and rolling.

Dislike - Explosions really throw off the math of improving anything over a d8. Getting a success on the wild die also feels like you've succeeded by dumb luck rather than your character's own ability. It never really feels like a clean win.
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>>53123933
Yeah, trappings on powers give you lot of variety you can work with, but edges are mostly what they are. As we're getting more experienced with the system, certain edge 'builds' are popping up a lot more often in new characters.
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>>53118723
>gun mechanic are broken
What the fuck are you gibbering about

>le bennies are safe space cancer hurr durr
Oh wait, you're a retarded troll

>>53125824
They do, and it's a feature, not a bug. You can't fucking wade into combat with eight kobolds like you would in D&D because they'll fucking gank you, combat requires some tactical thought
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>>53126135
>Last of these threads I was in we already showed that a hafling throwing a rock at your head decapitating you was a freak chance event that was nearly impossible.

You are ignoring the actual physics of dice rolling.
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>>53129909
d4s tend to only explode once or twice. If you're using shitty caltrop d4s or one of your players is a cheating cunt who just drops his dice on the table instead of rolling properly, that's your own fucking fault.
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>>53118211
Favorite: I like the multi-action system. I feel it really helps capture that "action-movie" feel when the hero takes out a bunch of dudes in a few crazy moves.

I also like how, even with a really experienced hero, "weaker" enemies never stop being a threat. In a viking game I play I love wading through goblins with my axe and having to get creative when one start shooting arrows (which nearly killed me). That might be seen as a negative for some people.

Disliked: Hard to say since it's not really difficult to houserule things or use alternative rules from the main book. I would say the use of Adventure Cards has lost their appeal, if you use those, since they tend to have characters do things they normally wouldn't.
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>>53118723
do you go out of your way to find Savage Worlds discussions just so you can post these same complaints over and over. I swear I've seen you post this shit at least on three different occasions and I am not here that often.
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>>53128643
>What the fuck are you gibbering about

1) Shotguns give a +2 bonus to hit which is bullshit.

2) Shotguns deal broken-ass damage to the point where their lack of AP is irrelevant because with exploding dice the 3d6 is putting out damage in the mid teens on average

3) The Garand deals LESS damage than the AK-47 despite firing a MORE powerful cartridge. Same with the G3. The developers are fucking retards who don't understand how guns work at all.
>>
What kinds of games are we playing in Savage Worlds, these days?

Right now we're doing a wrestling game and all the players made ridiculous heels. It's fun, matches are fun, but they drag out forever because PCs and NPCs are all statted out about the same. There's only so much you can do for experienced unarmed specialists, edgewise.

GM's going to be wrapping this up soon for a zombie survival game. I'm trying to talk him into having the wrestling game just roll into that one.
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>>53129938
>If you're using shitty caltrop d4s or one of your players is a cheating cunt who just drops his dice on the table instead of rolling properly,

Oh you mean the d4s that 90% of people use and the rolling method that 90% of people use? d4s are complete crap you have to fucking flip them in the air like a retard to get a randomized result. if a player rolls a 4 they can just drop the die and get the same result over and over even from like 2 feet up. The dice are complete shit.
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>>53131311
>same complaints over and over

Because no one has ever successfully addressed them. They just go "well, well at least it's not 3.5 D&D! So HAH!" and act like that's an argument.
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>>53128643
>They do
In some of the more pulpy settings it's a 'setting rule' that they don't, to help PCs mow down crowds of Nazis and whatnot.
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>>53133083
>GM's going to be wrapping this up soon for a zombie survival game.

Yes that must have so much tension and suspense when the characters can just spend a benny and get out of any of their fuckups they want.
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>>53133220
You know if can just play without them? Or severely limit their use. No one is forcing you to use them. Stop being such a faggot and either add something useful to the discussion or fuck-off.
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>>53118692
>https://www.mediafire.com/folder/o456wmkz6phtl/Books#j66f1e3fbxc6t
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>>53133482
Tweaking the rules to suit the style of campaign? In a game that's designed to be a toolbox for multiple genres?!
>Cue autistic screeching
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>>53133220
You should try actually playing or listening to an AP podcast or something. Bennies aren't a 'get out of combat free' card.

You use bennies to soak damage for one of your 3 wounds, which can come up when a mook gets a lucky exploding shot in. Otherwise, you can gamble that option to reroll, not auto-succeed, reroll. The type of shit you're rerolling against tends to be tough numbers too and you don't have an infinite supply of bennies.

Savage Worlds can easily be one deadly fucking game and if it isn't, the GM isn't cranking up the challenge enough.
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>>53133220
Out of curiosity, what exactly makes bennies so egregious compared to the metacurrency system in any other game?
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>>53133100
>Oh you mean the d4s that 90% of people use and the rolling method that 90% of people use?
Do they? I mean, I know they come in sets of dice, but everybody I know has long since abandoned them for a better alternative (which is to say: just about *any* alternative). Crystal d4s and twelve-sided d4s get a lot more play.
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>>53118287
There is any option to put in place of Hindrances?
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>>53134457
you could create new ones or alter the existing ones. I dont really see them as a problem they aren't anymore punishing then other systems with similar mechanics. Not in my opinion at least.
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>>53134493
I want to burn it to the ground. There no good guideline to make new one.
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>>53134575
what are your problems with them? can you name some examples?
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>>53134575
The existing ones are guidelines to creating new ones.

If you think they're too weak, do like M&M or Fate and tie bennie gain solely to the player playing the hinderance in a meaningful way. Maybe the system does that anyhow? I don't run it.
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When are they going to release the dinosaur book? My ARK campaign isn't going to play itself
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>>53133482
>>53133547
>You know if can just play without them?

Oh that will go well.

> Hey guys you know that mechanic you fucking fawn over to the point where you want "bennies" in other games to compensate for your retarded-ass decisions?
>Yeah, I'm taking those away from you
>Cue autistic screeching
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>>53133082
The shotguns I'll agree with you about. But it's easy to fix: Reduce it to +1 to-hit or reduce the range to 6 inches/squares if you use a map for fights.

Also: Yes the devs can't into guns but if it helps, imagine the game taking place in a movie universe instead of reality.
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>>53118723
Most of the problems you complain about can be fixed by a GM just being REALLY stingy with the bennies. I speak from personal experience.
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>>53134212
>Out of curiosity, what exactly makes bennies so egregious compared to the metacurrency system in any other game?

The fact that you get 3 per session and the DM is supposed to hand out more for good RP, and the characters can take edges to get even more. So if you have only one fight per session the characters literally cannot lose. Also the group might as well call the session as soon as they run out of bennies so they can get more. Or just completely avoid fights. it's metagaming bull shit and its unavoidable because why the fuck would you get into a fight without at least 1 benny??

>>53133634
I know how the shit works dude, I've had characters die in Savage Worlds. But it's pretty fucking hard unless they take like 6 shotgun blasts to the chest because they can just soak it with bennies.
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>>53135516
>Most of the problems you complain about can be fixed by a GM just being REALLY stingy with the bennies. I speak from personal experience.

So do I. I just about *never* hand out bennies for good RP. The players STILL fuck the game out the ass. Of the deaths I've had, one was an autokill from a fucking nuclear bomb (only time I've ever said "you're dead" in an RPG without rolling damage), one was a guy who fought a deity in a dream world that had like 45 Toughness and d12+15 Strength, one was a low-powered character in a supers game who was quite literally surrounded by seven guys and used all of his bennies to try to make one sniper shot work, and the last... oh wait that's it.
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>>53135583
So what? Savage Worlds is a low player mortality game where they get tangible "plot armor" in the form of bennies. What I'm hearing is a guy complaining that he doesn't get to kill and tear up character sheets more often as if that's the only reason he bothers to GM.

A PC taking a couple boxes of wounds, which is more do-able, is usually enough to get your point across. Not only that, but there are out-of-combat ways to fuck with them as well.
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>>53135545
Are blood points in Vampire total bullshit because they let you do magic or buff stats or heal wounds and you can get more of them in game? Are HP garbage because you can get extra with a high Con and you can run away from a fight and rest?

I agree that bennies are a necessary patch on some of Savage Worlds' math problems, but that's not a sum benefit for anyone.
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>>53135583
You can't even build something like that. Go read the book before you come back to complain.
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>>53135418
Have you considered playing with other people? That's an issue of the players, not the game.
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>>53135131
The list is really small and there is not logic on how they work. They are kinda Fate Aspects, except they have a division in Minor or Major.

There is where things gets strange.

Some Major ones don't have any real mechanic, they only affects Roleplay and they same happens to Minor ones, who have penalties...

So, what deserve a penalty and what is just roleplay?
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>>53135545
>Also the group might as well call the session as soon as they run out of bennies so they can get more. Or just completely avoid fights. it's metagaming bull shit and its unavoidable because why the fuck would you get into a fight without at least 1 benny??

You're crying about metagaming when it's something the players likely aren't even going to do? I don't understand your reasoning. No group is just going to go "Well guys, we're out of bennies, guess we end the session here" unless they're full of complete fucking shitheads who you shouldn't be friends with in the first place.
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>>53135720
>Are HP garbage because you can get extra with a high Con and you can run away from a fight and rest?

No because those are regained based on in-world events not session length you fucking idiop.
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>>53136060
The way I handle hindrances is I give a benny to the player that actually acts out whatever is supposed to hinder them.
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>>53135823
>You can't even build something like that

Yes I can faggot. He had a shitton of natural armor and supernatural Strength. I don't care if he wasn't size +15. Stop thinking anyone cares about following the shitty monster creation rules anyway. I read the book you stupid nigger, I run savage worlds every fucking weekend. I repeatedly call out my players on getting the rules wrong and they argue with me and we check the book and I'm right and I've played the game longer than they have. I understand how the fucking rules work inside and out that's why I think they are fucking stupid bull shit. Don't fucking give me that "read the book" shit to dismiss what I am saying. And if anything the super-powered god creature made the character LESS likely to survive so without him that'd be one less character death and one more example to support my argument.
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>>53135951
>Have you considered playing with other people? That's an issue of the players, not the game.

No, that's the normal response of people getting pissed that you took their tools away from them. It'd be like running 3.5 without magic items. The players WILL get pissy and entitled, that's 90% of players. I'd rather run a system without shitty mechanics meant to baby the players, than deal with one getting pissy at me.
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>>53136142
Holy shit, this can't be real.

Why are you still even running the game if you hate it this much? Why would you have played it more than any of your players if you detest it this badly?
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>>53136142
This post pretty much proves that you don't actually run Savage Worlds.
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>>53136156
Not the guy you're talking to but a really simple solution is >>53135516

Hardly any of the players I've ever GM'd for complained about that.
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>>53136142
You are saying the rules are shit because the game sucks when you don't follow the rules. That is what you are saying here.

You also just said an over-powered character is less likely to survive than a weaker one. Do you know how RPGs work?
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>>53136142
ur gay
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>>53136142
If the game, rules and players trigger you so bad, you should probably stop playing it. Why do you continue something you seem to absolutely hate and if you know the rules so well as you claim why don't you try to homebrew some of the problems instead of coming here trying to convince everyone that its shit? Remember this games are supposed to be FUN. But gauging by the rest of your posts you probably think that's just a buzzword.
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Oh neat, people talking about Savage Worlds

*walks into a full-fledged troll feeding*

I'll just...be going.
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>>53136708
It's the power of autism. We can't talk about things other than D&D, Warhammer, GURPS, or Magic otherwise someone will get triggered and shit all over the thread.
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>>53136724
>D&D, Warhammer, GURPS, or Magic

People get triggered and shit all over those threads all the time. The only difference is that they're popular enough for people to stick around and talk in spite of the screaming autistic monkeys flinging their poo everywhere.
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>>53136708
Man, I normally wouldn't, but this one's really funny.
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>>53136801
Right, I forgot about the "When did you start hating D&D?" threads. It's kind of boring at this point desu.
Anyways, do people have a favorite setting they like to run in Savage Worlds? How did conversion work, if you needed to do any?
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>>53136895
>Anyways, do people have a favorite setting they like to run in Savage Worlds?

I always run my own home brews. Or if I'm not GMing, every single game of Savage Worlds I've ever played has been different.

>How did conversion work, if you needed to do any?

Conversion from what? Other game settings?
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>>53136950
Conversions from other game settings to Savage Worlds is what I mean, yeah. Or just conversions in general.
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>>53133082
>>53135471

I usually rule that the +2 for shotguns only applies past short range. I just tell my players that shotgun pellets don't get a wide enough spread at short range to get the bonus
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>>53137147
What this guy said. It's actually how shotguns work in several books now, chiefly interface 0.
>>53133082
It's a good solution to them being crazy good.
>>53133220
When any wound from a zombie risks infection, bennies would drastically lose their strength. Alternatively you can run an extras campaign for extra grit, the gritty damage setting rule can also apply to make things extra gory.

Alternatively you could at some point in time during a session actually set up a challenge for the players which will tempt them to spend bennies prior to a life or death engagement. Debating if you're going to burn a little potentially life saving luck to do something can generate a good deal of tension.

There is also the give everyone a benny on a crit fail rule. Its designed for stingy gms or those with really high rp standards, but can easily just be used as a more limited alternative for benny distribution

>>53135353
Generally playing up a hindrance should give a player a benny, only when it meaningfully disadvantages them, and isn't already a hindrance with mechanical effect

>>53135545
Avoiding a fight is metagaming now? Also the fear of people calling a session the second the run out of bennies is really telling about both you and your group. That's the kind of highly autistic behavior that gets you not invited to games

Also it sounds like you're trying to make small "balanced" fights. Of course if you start treating them like d&d encounters then your players are going to want to fully rest up in between them. Try actually pacing things out, and applying a time pressure that forces multiple/protracted/large/dangerous combats

Getting into combat with 0 bennies should be generating that "oh shit" moment in your players. Because it means things just got real

>like 45 Toughness and d12+15 Strength
That's the most horrific being design I've ever seen. No wonder you say exploding dice are required to play the game, if you're tossing up things with 45 toughness
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>>53137630
That said I'm about to drop how I make massive monstery men (instead of dropping 45 fucking toughness jesus christ) on them. Lets turn this thread upside down and get all informative and discussiony.

The purest alternative to making someone have to win the lottery 4 times to kill something is to simply give it extra wounds, with or without the ability to ignore some or multiple of their penalties. This can be combined with a decent toughness or some of the options below to tweek it heavily.

While still being tough, this style allows for players to still chip away meaningful progress during a fight, and feel like they're doing something. Though I'd keep things to 5 wounds or so, increasing a creatures wounds too much can lead to things becoming a slough.


Next we have compartmentalization, another thing I'm ripping out of savage worlds boat design. Basically if something is super huge you can outright limit how many wounds it can actually suffer in a turn. 2 for something decent sized, 1 for a true monster like a dragon. This can be combined with multiple wounds or simply to insure that a normal strength foe is killed in a dramatic as opposed to a purely lucky fashion. Be careful when combining with multple wounds though, something with toughness 14, compartmentalization 1, and 5 wounds (2 of which it ignores) is going to be a long fight. For a more staged fight you can even require the compartmental wounds be dealt to multiple locations or in multiple ways, if you like yourself some puzzle fights.

Next we have the cosmic horror approach of giving something hard to kill and no wound limitations. You have to really make sure something like this is dead, or after a few weeks of natural (or quicker for regeneration) it will pick itself up. Basically much like some interesting osr design, there's a 50% chance when you kill this kind of thing, that it will get right back up 1 step away from incap.

And finally we have the shadow of the colossus.
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>>53138062
Give your baddy a big glowing weak point (or be more subtle about it and have players either have to take turns noticing to find it, especially from different angles, or do their homework with local myths/legends/dusty old tomes).


Give everything but this weakpoint either a bunch of armor (the giant strapped literally building materials to its legs, have fun getting past object toughness unless you have a spear to poke at its exposed belly). Or complete invincibility (no matter how hard you hit it, your sword is little more than the prick of a biting insect to something so beyond your measure).

The proceed to set up a challenge getting to that weak point. Such as climbing, agility tricks, or even a full on dramatic task worth of parkour.

This style works great with compartmentalization for truly massive foes, and multiple wounds for your more run of the mill giant.
Also we have that setting rule and just this sort of situation in general. Mooks. Tons and tons of mooks. Why doesn't your baddie have a bunch of underlings? If using the setting rule, they can jump in the way of attacks, thus effectively becoming extra wounds for their boss, or even in general throwing a few mooks into the fray can drastically upset a fight.

Imagine a fight against a wizard, flanked by 2 archers. They're on the second floor of a decrepit temple, a small gaggle of undead on the second floor stand between the players and some hardcore parkour in order to close the distance. The archers and wizard make use of cover to protect themselves, as the disposable bodies below try to keep the players out in the open while making use of the gang up bonus themselves to pose a meaningful threat.
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>>53138175
Our GM's enemy toughness in a weird war game was getting a little high to compete with my fightan robot. Robot was dumb as shit, so he added weak points with the ability for the smarter characters to figure them out. Result was the other guys had a chance to figure out the weakness and get some good hits in then let robo know so he could clean up after they got a chance to shine.
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>>53137630
>>53138062
>>53138175
Props to this guy for providing actually discussion.
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I wouldnt hate savages worlds so much if it hadn't been for how it ruined my favorite rpgs one chance for a port.
It was the wrong system for a rifts port, and uncle kevvy is never gonna allow a port again im betting.

I dont think its the worst thing ever(mythus) but its not my cup of tea. Its to short ranged for modern conflict. The idea of mooks offends me, a squad or two of cs troops should be a hellish battle for 5 pc's that aren't ridiculous powered. Radios not going 100 miles thusly making communication between city states implausible....ect.
It feels like modern and futuristic combat was an after thought and that fantasy/historical combat are what its good for.
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>>53118211
I like most of Savage Worlds - the increasing dice size, the combat options, the different ways of handling powers that make similar abilities feel distinctive. But I just can't get over the silly wound system. Especially the massive penalties you take from each wound - it has no purpose in a pulp genre game.
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>>53138699
The only good thing about your favorite RPG is the setting itself. Otherwise, the rules have ALWAYS made it an unmanageable piece of shit that could only be played through a 3 inch binder full of house rules or porting to a different system - ANY system.

>The idea of mooks offends me
Go fuck yourself.

>a squad or two of cs troops should be a hellish battle for 5 pc's that aren't ridiculous powered
Right off the bat, it's obvious you don't "get" Rifts - no matter how many years you claim to be a fan of it.

It was a system where you could be a Glitter Boy from the very start, with one of the most damaging weapons in the whole fucking universe. OF COURSE you should be able to tear through lots of shit, especially a squad of Coalition grunts, as if they were tissue paper.

>It feels like modern and futuristic combat was an after thought and that fantasy/historical combat are what its good for.

This we can actually agree to. Although Savage Worlds can handle it with some tweaking.
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>>53139073
>t was a system where you could be a Glitter Boy from the very start, with one of the most damaging weapons in the whole fucking universe.
Or a Dragon. Or a Cosmo Knight. Or a Godling.
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>>53133083
Did your GM ever get their hands on the rules for Deadlands' Martial artists, it seems like a lot of the kung-fu styles could be easily refluffed for wrestling.
Monkey style (bonus to taunt and agility based tricks) rebranded as a flashier style, maybe with more aerial maneuvers
Tai Chi (knocks opponent back 1d4" per success or raise) could be a focus on throws.
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>>53138772
Unless your playing with gritty damage you only get a small minus to rolls, you only roll on the wound table (and once only) when you drop to incap.
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>>53118211
>Favorite
Setting rules as that entire section is great for getting the tone of ones setting just right. I myself love Critical Failures (almost always use it) and Gritty Damage (it prevents players from being too eager to enter combat).

>Most disliked
Honestly I am not a fan of how money is handled. I know the mantra of the game is fast, furious, and fun but I'm not asking for a Shadowrun level accounting simulator just something a little more substantive than what the core book provides. Also trappings of powers are ill defined mechanically.

>>53118723
>characters literally cannot fail, because they have three bennies per session which allow them to reroll whatever the fuck they want
I've had players burn 2 or even all 3 of their bennies trying to get a roll and still fail. It is fun to watch.
>hand out more bennies for "good roleplaying" (in other words, stupid nat20-lolz bullshit)
Not quite. Just the players making the game more enjoyable. It is more like an incentive to keep with the tone of the game. If someone cracks a rib-tickling joke in my political intrigue game they won't be getting a benny unless they are already down one and the joke was also a pointed jab at an important character said by their PC. It's not a problem at my table because I know the difference between throwing around bennies willy-nilly and allowing for a slow trickle to keep players bold.
>characters get to roll a wild die with their normal roll and take the wild die if it is higher, thus making them even less likely to fail at anything
The default state of the game is pulpy adventure you dingus where the important people are larger than life. You are meant to play Teddy Roosevelt as opposed to Howard Taft.
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>>53139582
>You are meant to play Teddy Roosevelt
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>>53136895
Eberron has a lot in the way of material for Savage Worlds online. It is a much better choice than using 3.5 IMO, and requires little extra effort on your part.
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>>53118723
>>53133129
>>53135353
>>53135545
>>53135583
>>53136142
>>53136156
How do (you) feel about 7th Sea?
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>>53139522
-1 to -3 is pretty big in a system where 4 is a success.
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>>53137630
>Alternatively you can run an extras campaign for extra grit, the gritty damage setting rule can also apply to make things extra gory.
Jesus. I might use this idea in some kind of giant game that takes place in the middle of a war. Surviving characters get Wildcard status.
>>
>>53139347
It's a short-term game and he wanted the moves to be more off-the-cuff from basic unarmed rather than get too complex. That said, what you're describing probably would have helped to add variation and reasons to stat differently.
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>>53139862
I once ran a oneoff at a con where more people showed up than i planned for. So they got a squad of 5 mook soldiers each. They dropped like flies, it was great.
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>>53138682
Golly thanks.

While we're at it who else hear likes wounded enemies from the get go? Tough extras (extras that have more than just the incap status, like 1 or 2 wounds mostly) starting off a fight wounded can lead to a lot of possibility.

Explains why a wild animal is attacking for one.

For wildcards them being wounded can also act as a sort of time limit on pc activities. If they know that the chief of some tribe they don't like got gored by a particularly violent boar (a regular one) a few days ago, they now know that they get a bit of a tactical advantage if they can get to him before natural healing kicks in.

Though I'll admit wounded enemies are a lot easier to do in other systems that have actual hp. Particularly fond of it in battletech, where I can introduce an enemy mech with smoking hips and clear damage to its right arm. The same can kind of be done in savage worlds by altering specific hit location's toughness (basically bonus damage if you called shot the wounded arm), and potentially applying wound table results as well.

Just a nice way to spice up baddies, add a bit of flavor to them,
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>>53141938
Would you tell me more about your game's scenario and how it played-out?

I'm looking to potentially do something similar for my local convention.
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>>53145788
It was a race (As represented with a mass battle with 30 minute turns, I'd have the table elect someone to make their side's roll) to defeat a superweapon before it was fully operational. It took place in a valley with the battle taking place on the opposite side of a river from the pcs.

The overland map was a series of branching paths, each path taking some time and potentially leading to optional objectives (which either helped the players in their mission, or made the battle easier for their side).

The super weapon had conditions to it like (fully armored by turn 6, fueled by turn 8, main cannon fully loaded by turn 10) that sort. It was a walking tank with tesla guns or something, built it with the pulp gear kit.

The trail took the players through a variety of woods, fields, old farm house now used as a forward artillery base, etc. They came across a minefield, a bear that had previously been angered by an enemy patrol (and more importantly some supplies once they killed that bear), a bridge guarded by a sniper (someone drowned on their way across).

The big tank ended up waking up and being fully prepared as they got to it (didn't impact the mass battle yet, but would prove a hard fight for them). They ended up almost all dying, but succeeding thanks to sarin gas and the brave man who opened up a hole in the thing after climbing on top.

The players themselves were a bunch of ww1 penal soldiers that were forced through some super soldier experiments, a noble handler, and 10 guys (I had planned for character death with several full, and randomly wounded squads with various gear comprised entirely of mooks as back ups, to come in so nobody had to sit it out if they died early).

It was heavily based off pumpkin scissors

I might actually still have my planning document lying around somewhere, but with the way I label files there's no guarantee I'd ever find it.
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>>53118723
Who hurt you?
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>>53146074
Just an update, I've actually looked through my old data hoarder archives. I've found some crazy nostalgic porn, a lot of old school documentation, a map of the building I ran the one-off in, an even older con game, an entire unpublished book, and much much more.

But not my actual prep document. Which is a shame, because I remember it being full of *players + 3 enemies do a thing*, and what not. The custom stat blocks for the pcs being lost is a shame.
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>>53139843

Yes, but at -3 your are shot, broken bloody, and severely damaged, you think you can just tap dance and sing while bleeding out?

Stop getting hurt.
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>>53146074
>>53146425
Thank-you Anon. This fills me with ideas. I think I'll try something in the vein of Weird Wars that will see the players attempting to siege the royal palace of (NOT) North Korea during a mass invasion to stop some sort of psedu-magical super weapon.
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Okay if we are actually having a successful savage worlds thread for once, then someone r8 my setting. Actually multiple people please rate my setting. I made it as this sort of ... just, weird world, but not too weird. I used to play a lot of Garry's Mod while listening to BvDub and other really ethereal mystical sounding ambient music. See video below for a lot of what I would do. It was comfy as hell for some reason.

https://streamable.com/lb8cs

But anyway, a couple years ago I started running a post-apocalyptic campaign, pretty basic generic world, but without any fallout influence because I've never played fallout. I've been told it's a bit similar to Stalker or Metro 2033 but I've barely played those games so I couldn't say for sure. I just want to convey this feeling of unease, like some just plain freaky or unsettling monsters, effects (like a bus randomly sprouting legs and coming to life, or a rift to nowhere opening suddenly).

I don't know, I have this strong feeling for the world I want to create but I don't know how to put it on paper without droning on endlessly. I also plan to make one of these for Maine rather than Russia, with cozy lighthouse fortresses watching the sea, monsters hiding in the alpine forests, haunted acadia, that kind of shit.

But yeah, just give me your thoughts. It's meant to be a "soft" document that outlines some factions and creatures but doesn't really give specifics on locations or anything.
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>>53135418
My players burnt through bennies pretty quickly.
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>>53138062
I threw things that were invulnerable at my team(most of the weaknesses were obvious) and they really thought outside the box on a few.
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>>53139073
A glitterboy as youve stated can shred a cs trooper in 1 shot, or 2 if you roll horribly. But that leaves 20 other guys still shooting at your impossible to hide, extremely expensive to fix, slow moving tall robot that cant move and fire with no anti-air abilities.

Good luck affording to fix it after to destroy the loot, your team mates holding their skulls unable to hear near you... you dont understand rifts.
Enemies shouldnt be cannon fodder, it makes the idea that THE world power house of tech came to power mooks are retarded, go punch some dire rats till your level 3
>>53139298
Thoose would fall under extremely powerful, rarely seen and very rare breeds of pcs with negatives of their own...like other gods hating you, not understanding the world to stay hidden....ect.
>>
>>53148587
This is only your own subjective interpretation of how a RIFTS game is supposed to work. And it sucks, by the way.

Any GM is free to adjust the level of power for their game, so they are free to have repairs available for Glitter Boys so they can undertake more than just one high powered mission. Or they can go with your retarded interpretation and end up dying of food poisoning during the first session.

Setting up the characters to be awesome as the base setting allows you to and then ass-pulling ways to TPK your entire party as you seem to be implying is just being an un-fun dick. And if nobody wants to play your interpretation of RIFTS, you're the one who doesn't quite "get it"
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>>53149128
Ok then, yes persinal attacks make your points about a game hold more weight.

If you read the suggested pay tables and repair costs I suppose you could easily have my take on it.
Or you know just give away free gear magic and armor at every turn. That makes caution and achievement rare, sounds great.

Maybe you hate original rifts becuase to you its not a gritty hell scape, but a pretty place where run weapons are for sale on the cheap and gods interact with farmers on the regular. You make the game ridiculous that way hence the idea rifts being so dramatically power mongering is so prevalent.
Your hate for it shows but, whether you like rifts or not.
Savage Worlds was the wrong system for a RIFTS port.
>>
>>53149338
Personal *
>>
>>53149128
>This is only your own subjective interpretation of how a RIFTS game is supposed to work.

That pretty hypocritical since you just ignored the fact the the game has rules for how much it costs to repair M.D.C. armor and instead spouted off your own subjective interpretation of how the game works.
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>>53149338
I'm done arguing with you because RIFTS did indeed get ported to a system which best supports the way most fans enjoyed it: pulpy and high-powered.

If you got your wish and it got ported to a high-mortality system where everyone is rolling for vehicle/power armor breakdowns and dehydration every hour, it would've faded right back to obscurity. You're out of step on this one, pal.
>>
Christ, the "I hate Savage Rifts" retard is back. Does he check the board every fifteen minutes to see if someone has posted a SW thread so he can crap himself on it?
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>>53149800
Apparently. This is how people with autism work.
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The shotgun balancing discussion earlier in the thread got me thinking, because I'm currently homebrewing my own setting right now and I need some advice:

I want to run a game where the theme is modern mercenaries. I noticed how shotguns were overpowered with +2 to hit and 3d6 damage, so ideas on how to balance them versus most other weapons modern armed forces use is appreciated.

But what about guns that benefit from the Three Round Burst rule? They get a flat +2 to hit and damage. Is THIS an overpowered rule? Should it also be nerfed? How should I do this?
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>>53146117
I think his players held him down and did terrible things with the benny tokens.
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>>53152561
I've never run into problems with the 3 round burst rule. If you think players are abusing it, just make ammo supplies less abundant, 10 targets per mag when you're starting to run dry will make players a bit more conservative.
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>>53152561
I don't have my book on me but I assume the guns have ranges?
>>
Speaking of ammo, how many of you all use the counters?

Pic related, looks like a fun prop, the six shooters would be great for a Deadlands game
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>>53153704
That's both thematic and pragmatic. Though I'm not sure I can legally own those in my country and even if I can I would still get in a lot of problem when somebody inevitably confuses them for real / live ammo.
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>>53153747
Maybe use wooden pegs or dowels, probably easier and cheaper to get
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>>53146846
I like it anon. It does have a stalker/metro vibe but it still has some nice uniqueness to it. A Maine setting would be very cool too.
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>>53153689
Yes, missile weapons have ranges.

For a rifle, a very typical range is 24/48/96. At short range (24 or less), you have no minuses to hit. A medium range (between 24 and 48), you have a -2 to hit. At 48 to 96, you have a -4 to hit.

Shotguns, by the way, have ranges of 12/24/48.

Combine the range modifiers with cover modifiers (0 to -6) and and illumination modifiers (0 to -4) and the "You only need a 4+ to hit!" argument suddenly looks really dumb.

As near as can tell, some people assume all combat occurs in broad daylight, on an open and tree-less desert, and at short range. And nobody is smart enough to lie down (in the rules, that's going prone -- a free action that gives you medium cover).
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>>53153839
I'd do this, and just give the pegs a nice rich stain.

Actually. I'm going to do this for my next project.

Thank you /tg/.
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>>53154195
>As near as can tell, some people assume all combat occurs in broad daylight, on an open and tree-less desert, and at short range.

It's a roll-over mentality from D&D and OSR.

Players new to SW usually only last two to three sessions at my LGS before they either break down and leave in a fit or it finally clicks that using cover and concealment and spreading out is generally a good idea.
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>>53154245
Hell, using cover and concealment, and spreading out, is a good idea even in 5th Edition.
>>
>>53154399
I'd say 80% of players don't do it.

Even the rogues, rangers, and casters.

Modern tabletop is, on average, a feel good hug-box of wish fulfillment and ego masturbation.
>>
>>53154195

Don't forget crouching is literally 100% free light cover with 0 downsides other than looking like a retard as you bob up and down.
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>>53154608
Uh, I'm pretty sure people bobbed up and down like whack-a-moles in the trenches of World War 1. So, I'm not so sure if it's all that retarded-looking.
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>>53154608
>>53154671
It was standard practice for the US in world war 2
https://www.youtube.com/watch?v=xJLn4zR4yGQ
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>>53133082
>1) Shotguns give a +2 bonus to hit which is bullshit.
my personal solution is having them +0 on short, +1 on medium and +2 on long distance.

>2) Shotguns deal broken-ass damage to the point where their lack of AP is irrelevant because with exploding dice the 3d6 is putting out damage in the mid teens on average
For that I make any armor a character wears count for each dice of buckshots damage independently, it's something I found severely lacking in rules, even though the book states buckshot is stopped easily by nearly any armor at all. This way even measly 2 points of armor take off 2 points off of each d6.

>3) The Garand deals LESS damage than the AK-47 despite firing a MORE powerful cartridge. Same with the G3. The developers are fucking retards who don't understand how guns work at all.
Yeah thats kinda stupid, but nothing you can't solve in literally two minutes of marking the weapon list with a pencil. Two minutes.

It takes two whole minor numerical tweaks and one houserule to fix all those problems.
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>>53152561
>>53155274
samepostin my solution
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>>53154104
thanks man
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>>53155274
>just houserule it man!
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>>53146846
Just read through it and I like it. Not big on the whole 1/5 chance to be a Psion but I can say it fits your world in a very good way. The Returners are a faction that fascinates as it seems like a very logical, and fairly benevolent, evolution of human belief following an apocalyptic scenario but what I am really curious about is their God who you say is indeed real as that raises a lot of (good) questions that players should probably never learn the answer to without some kind of epic quest. I also really like the personalized features on some weapons since it reinforces that good weaponry is hard to come by and sometimes you need to settle for something less than ideal but still functional. As for things yet to be detailed I would like you to expand upon the Elder Ones and the God Weapon are at the top of that list.

I was wondering if you plan on making Fleshcrafting a possible PC ability and if you have plans for any background edges to represent having grown-up in any of the societies?
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>>53157695
Name 1 system exclusively played raw.
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>>53157823
I know you.
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>>53149356
And they weren't.
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>>53158680
Are you saying that because of the eggplant? It could be someone else. That eggplant is a very nice image that I am sure other Anons have used at some point in time.

>>53154399
>>53154494
>>53154399
I might be setting-up a scenario that will be extremely difficult to succeed at unless the players take cover every round.
Is it bad to try and teach the players mechanics in this way?
>>
>>53162339
Try teaching them how great cover is instead, by having your baddies make obnoxiously good use of it. I'm talking arrow slits level of cover hear.

Or even better you can teach them the joys of cover by making use of savage world's allowing you to attack at any point during your movement. That's right, at any point. Move 2, attack, move 4. Know what that means?

Duck under absolute cover.
Pop up, shoot at players.
Duck back under absolute cover.

They either have to take a few shots while closing the distance (the distance is your main balancing point here), or try to blind fire through the cover and its obstacle armor, or lastly they could go on hold, and attempt to interrupt the baddie as he shoots (going on hold is also a good thing to teach, so 2 birds right there).
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>>53162530
I don't think that's how movement works. What page is that on?
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>>53157823
>what I am really curious about is their God who you say is indeed real as that raises a lot of (good) questions that players should probably never learn the answer to without some kind of epic quest

When I was young (like 8 or 9) my parents were into all that natural health and psychic shamanic hootenanny, and as a result they would have me listen to those tapes that are supposed to affect your brainwaves while trying to clear my mind. After a long enough period of that, I felt reality begin to fade away. No drugs were involved, mind you, only deep thought. I reached this point where I realized that humans, our speech, our ideas, trees, flowers, whatever, they are just one particular configuration of possibility, icing on a cake that can be scraped away to examine the true possibilities of nature and reality. I started to think, how *weird* humans look, and how weird it is to expect things to have physical form at all. If you learn about fractals and objects with higher spatial dimensions you'll also start to realize how oddly specific and narrow our existence is. I know this sounds either really fedora-tippy or really pretentious or just makes me sound like a stoner but I am none of those things. It's just how I feel about reality, the real world with all of its depth and complexity still feels incredibly shallow to me, even though of course I have only experienced less than 1% of it.

So sometimes I felt like there were beings from beyond, perhaps, or there could be in my imagination. But not Cthulu or Hastur, they had far too much identity and character, to being almost corny. I mean a much more deep, primal force, not even spiritual, barely even conscious. I don't know how to explain this properly, but it's as if, our reality were the counting numbers, and these beings were on the realm of the rationals, yet there are still the reals and complexes underneath that. Something that none of us can even comprehend.
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>>53133082
>Person from /k/ bitching about unbalanced gun mechanics in a free flowing RP system that also has fucking laser guns.

You're a dumb ass
>>
>>53163417
Page 66 notes that multi-actions can be preformed at different points during movement.

Different modules have interpreted this as meaning its true for any action (if you can do 2 actions at different points during your movement why wouldn't you be able to do a single action?) The example that comes to mind is hellfrost's what goes up encounter (where a dragon swoops down from cloud cover, attacks, and then swoops back up as its primary tactic, explicitly forcing players to go on hold to try and fight back).

If you want wait until the official forums aren't on maintenance mode, and search for move shoot move. I'm sure Clint has given an official response on it.
>>
I saw the Savage Rifts™®© mentioned and thought I'd ask if anyone knew of a trove that contained it please? I think I saw the test pdf's up a long time ago, but didn't download.

I can't in any conciseness allow any of my money to get filtered to that bloated sack of shit Uncle Kev. So seems only fair that they join my collection of Rifts™®© and Robotech ™®© pdf's ;)
Cheers
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>>53157823
In other words, the gods are a big like Cthulu or the Far Realm, but 2deep4u, just because for some reason that makes them feel more fulfilling to me. I don't usually go for too much depth in RPGs but this world is one of only a few I feel a real connection to.

> Not big on the whole 1/5 chance to be a Psion but I can say it fits your world in a very good way.

Is it too AD&D-ish? I really want psions to be rare and special, even though their powers are relatively limited I plan to expand their power list to include more divination abilities. I want them to be able to do shit like IRL wallhax and spot enemies on the other side of walls. The Brainer from Apocalypse World is a strong inspiration, and one thing I saw in a game I witnessed was the characters outside a building trying to do recon, and the brainer just suddenly saying "there's 7 of them in there" with a deadly calm voice. That's the kind of thing I want psionics to do. Real psychic clairvoyance, divintation and mind control. Not this reskinned magic thing. I understand why they did it for Savage Worlds but in D&D the fact that the psion is just a blaster wizard with power points instead of spell slots, always drove me nuts. Clerics had a different character to their magic, why were psions so samey? Anyway, I'd appreciate if you elaborated on your thoughts on the "chance" of being a psion. Cause that's one of the mechanics I am unsure of.

>I was wondering if you plan on making Fleshcrafting a possible PC ability

I'm conflicted. part of me wants to leave it a "special" thing that only NPCs can do, but a subsystem for it would be interesting, it could be very simple pointbuy.

> background edges to represent having grown-up in any of the societies?

Pretty much everyone in the setting who's alive, grew up in it. So pretty much everyone would have the edge, and I'm also not sure what kind of bonuses to give it. I might have different background / profession edges though.
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>>53164117
>a free flowing RP system
Not really.
>that also has fucking laser guns.
This isn't a valid argument. This is just as bad as the "wurld made of majikk XD" argument for D&D to justify commoners getting killed by a bite from a small rat or the fact that a fighter can fall 200 feet without the aid of magic and not even be hurt or slowed down.

There is zero (0) reason for the AK to deal more damage than the Garand. Not saying the Garand should deal more (there's not much space between 2d8+1 and 2d10), but they should deal the same damage. And if you think shotguns even deserve a +1 bonus to hit let alone a +2, you're delusional. That said I like the idea of them giving +1 to hit so I am fine with that.
>>
>>53118723
I swear I saw this post a few months back.
Let me guess...You hate the game but have never actually played it?
How do you feel about FATE?
I bet you love it all to pieces as well.
perhaps you should just avoid these threads and try to fight your impulses to torture small animals.
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>>53125773
Well of course.
That's why they hate it so much. No one ever asks them to play.
>>
>>53164427
Whatever you do, don't look at the katana entry (savage worlds of solomon kane had a good katana in it, core's cuts right through steel beams)
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>>53136117
>>HP - based on real world events.

I am wearing chain-mail and take a hit from a greatsword.
I take enough damage to fall to 1 hp.
I am healed by a cleric for 8 hp.
We go on. I am fine. my armour is undamaged.
sounds "realistic"
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>>53136142
You are outright lying.
go play RIFTS.
>>
>>53164531
Might as well clarify.
Kane's katana - a longsword without a minimum strength requirement, that also weights 2 less. It costs 40x the (super cheap) longsword's price.

Core katana - a short sword but with 2 flat bonus damage AND 2 AP. that still ways 2 less than a longsword, but only costs 3.33x as much.

That's right Str+d6+2 AP 2, for someone with a d6 strength that's an average damage of 9 that completely ignores chain mail thus cleaving through a filthy western man at arms in only a single swing. Now there are only 2 melee weapons with more armor pen than the glorious nippon katana.

The molecular sword (which is probably just a future katana)
And mother fucking lightsabers

Now I know what you're saying. But a greatsword is totally equal in power to a katana, and while yes 2 fighters each with a d10 strength will on average deal the same damage with these weapons, the greatsword has 1 less AP, and requires 2 hands.

In fact the only other non-future melee weapon that can compete with the katana's display of grace is a lance, while the horseman is charging. Which requires 2 skills to use, 6 inches of movement, a horse, and puts the rider at risk of a being counter speared.
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>>53164154
Kev might be a complete faglord, but you got to credit him for finally caving (after all these DECADES) and allowing his property to be used somewhere else. So it should be okay for a couple bucks to land in his pocket - if only because he did something right for once in his life (and maybe for coming up with Rifts in the first place).

If nothing else, you should consider giving up a few sheckels to ensure more of this shit gets written and published for Savage Worlds and hopefully never lapses into some other shitpile of a rules system. Like the original one.
>>
>>53149928
Is this guy suggesting that RIFTS was ever balanced?
Now I love the shit out of Robotech (the game) but like everything from Palladium it's broken as hell especially as the players go up levels.
Take the right fighting skills and eventually you have characters that can take 1 MD . I know it's only one but that's still insane. SDC/Mega Damage is only one of the problems with that system. "Realism" - well that's really not a thing. But it can be fun - just like Savage Worlds.
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>>53154671
I play Verdun.
I bob. I crawl.
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>>53165389
I'll think about it when he delivers my wave 2 ;) until then, nope no money for him. I'd rather he fell on an 12" black rubber cock, but you're implying he does that for kicks anyway.
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>>53164531
Yeah the katana is fucking autistic as well. Thanks I forgot to add that to my list of why savage worlds is a crap system.

>>53164736
>You are outright lying.

That's the funny part you stupid fuck I'm actually not.

>go play RIFTS.

No, cause rifts is shit too.
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>>53165389
Oh and by cave, you mean someone offered money for a license and it didn't involve him having to spend any. That kind of cave! Awaiting the death rattle to escape the lips of his company
>>
>>53164438
>I swear I saw this post a few months back.
You saw something similar, yes. These are common complaints about savage worlds.
>Let me guess...You hate the game but have never actually played it?
I've played Savage Worlds on a weekly basis for 2 years now.
>How do you feel about FATE?
It's got good ideas but the metacurrency shit is retarded.
>I bet you love it all to pieces as well.
Not really.
>perhaps you should just avoid these threads and try to fight your impulses to torture small animals.
Nice ad hominem.
>>
>>53118211
SHITVAG WORLDS FUCKING SUCKS
>>
>>53166255
Serious question (I know I know).
Why are you even hear?
>>
>>53137630
>No wonder you say exploding dice are required to play the game, if you're tossing up things with 45 toughness

It wasn't meant to be a winnable fight, dumbass. They were never meant to encounter these creatures. I only statted them because I thought they would be hilarious.

It's like whining about Thor in D&D having a 92 Strength, when the player himself chose to go off the rails and fight thor. I understand you may be challenged in terms of reading comprehension.

>No wonder you say exploding dice are required to play the game,

You are such a stupid fuck. I am saying exploding dice are required because otherwise YOU COULD NEVER GET A RAISE WITH A D4 SKILL. You are such a fucking moron.

>Getting into combat with 0 bennies should be generating that "oh shit" moment in your players. Because it means things just got real

No, it means they should just call the session there so that next session they can start with a fresh complement of bennies. Also that means that cliffhangers fuck up the tension because guess what? Next session they get all their bennies back. For no fucking reason.
>>
So how would you run a Dark fantasy game via Savage Worlds?
>>
>>53166194
Suppose you should have read the no promise of getting a product part of kick starter part better
>>
>>53136357
>You are saying the rules are shit because the game sucks when you don't follow the rules. That is what you are saying here.

No faggot, I am saying the only time a character got killed in one of my games, was against an OP monster (a fucking deity) that he was not even supposed to fight. You stupid piece of fucking shit, try ACTUALLY READING my fucking post in context instead of jumping to conclusions to get the result that YOU want. I was pointing out that the only time I've had a character die in SW was when he was fighting a fucking god, you twisted that into "LOLOL YOU DIDN'T FOLLOW THE RULES THAT'S WHY" when in fact me breaking the rules is why that creature was poewrful tnough to kill.
>>
>>53166236
When he dies im sure he will stop making rifts, and games in general......so you hate one of the most prolific rpg writers of all time
>>
>>53166326
Rippers minus all of the slappy? Hellfrost could also be a good base if you enjoy freezing to death in a world that hates you.
>>53166297
Are you ok?
>>
>>53136259
>This post pretty much proves that you don't actually run Savage Worlds.

Except I do. I literally put in a creature with something like Toughness 45 (30) because he was a fuckin elder being, there was NO WAY that this character would have won without insanely lucky rolls. He decided to use a scroll that teleported him to the creature's realm even though he *knew* what was there and knew it was extremely powerful, so he got two-shotted. I don't have Toughness 45 monsters in every encounter you fucking dipshit.

>>53136203
>Why are you still even running the game if you hate it this much?

Why do the faggots in pathfinder still play Pathfinder? It's the only thing my faggot player still want to play.

>Why would you have played it more than any of your players if you detest it this badly?

Because I used to really like it. It's like when you first fall in love: you notice your partners flaws but ignore them. It's not til after a few months that you really start to notice them and get sick of them, but dumping her means no more pussy for a while so you stick with it out of desperation.

That's a pretty accurate depiction of why I still play Savage Worlds.
>>
>>53139826
>How do (you) feel about 7th Sea?

It's stupid sailpunk shit, roll/keep is a gay cop-out of a mechanic that doesn't really do anything interesting, it's just a gimmick, and honestly the entire system seemed pretty retarded to me when I read it through. Never actually played it but that's because I don't want to.
>>
>>53152561
>Is THIS an overpowered rule? Should it also be nerfed?

YES. Three round burst is broken as fuck. Honestly you could fix it by just cutting the bonus in half, but personally I would change shotguns to +1 bonus to hit and 2d10 damage flat, and also change three round burst to be a +2 damage bonus if you hit, but no to-hit bonus.
>>
>>53166417
Roll and keep is a perfectly good resolution mechanic.
>>
>>53166286
Because this game is retarded and people need to stay the fuck away from it. It's like standing near a mudslide zone and warning people to turn back. I am doing /tg/ a service.
>>
>>53166443
>Roll and keep is a perfectly good resolution mechanic.

It does absolutely nothing special or interesting.
>>
>>53166479
It's completely functional system that resolves quickly once you understand it and gives you a few different variables to modify if you want to. Resolution mechanics don't all need to be super flashy to be good.
>>
>>53166361
Prolific does not imply good. Cockroaches are prolific breeders and no one likes them.

I've tried to read some of his books, but he seems the need to tell you what parts he's written like a megalomaniac. Also the fact that he traced a line around Broms art and put his name to it, fuck off!!

Plus it's just so bad. I keep them out if spite if I'm honest
>>
>>53166404
So just because you amuse me. The horror companion has several dark gods within it much like CoC's kill a d6 investigators in theme.

Their average toughness is 22. Though many have immunities that would make that a bit tricky to get to. Solomon kane includes a pre-built adventure that involves you killing an ancient god as well. It has a toughness of 23, and a lot of other abilities that make it a bit tricky to beat to death with one of the adventure's mcguffins.

The most ancient of ancientest dragons in hellfrost has a toughness of 26.
"""""""Mecha godzilla"""""" in the super power book has 35 toughness. Emphasis on super power book.

You made something with 45 when just giving it heavy armor was the appropriate solution. I mean seriously. That basically would make it immortal in any fantasy setting.


>>53166460
So tell me virt and or virt fanboi. What system do you like to play?
>>
>>53166696
>What system do you like to play?
Black Tokyo
>>
>>53166339
Actually try reading the T's and C's When a project is successfully funded, the creator must complete the project and fulfill each reward. Once a creator has done so, they’ve satisfied their obligation to their backers.

Throughout the process, creators owe their backers a high standard of effort, honest communication, and a dedication to bringing the project to life. At the same time, backers must understand that when they back a project, they’re helping to create something new — not ordering something that already exists. There may be changes or delays, and there’s a chance something could happen that prevents the creator from being able to finish the project as promised.

If a creator is unable to complete their project and fulfill rewards, they’ve failed to live up to the basic obligations of this agreement. To right this, they must make every reasonable effort to find another way of bringing the project to the best possible conclusion for backers. A creator in this position has only remedied the situation and met their obligations to backers if:

they post an update that explains what work has been done, how funds were used, and what prevents them from finishing the project as planned;
they work diligently and in good faith to bring the project to the best possible conclusion in a timeframe that’s communicated to backers;
they’re able to demonstrate that they’ve used funds appropriately and made every reasonable effort to complete the project as promised;
they’ve been honest, and have made no material misrepresentations in their communication to backers; and
they offer to return any remaining funds to backers who have not received their reward (in proportion to the amounts pledged), or else explain how those funds will be used to complete the project in some alternate form.
The creator is solely responsible for fulfilling the promises made in their project.
>>
>>53164427
>>that also has fucking laser guns.
>This isn't a valid argument. This is just as bad as the "wurld made of majikk XD" argument for D&D to justify commoners getting killed by a bite from a small rat or the fact that a fighter can fall 200 feet without the aid of magic and not even be hurt or slowed down.
>There is zero (0) reason for the AK to deal more damage than the Garand. Not saying the Garand should deal more (there's not much space between 2d8+1 and 2d10), but they should deal the same damage. And if you think shotguns even deserve a +1 bonus to hit let alone a +2, you're delusional. That said I like the idea of them giving +1 to hit so I am fine with that.

The core book weapons are basically just examples. Every avaible setting book has it's own arsenal and since they're often written by people who know what the fuck they're writing about, the're not this retarded. It's not even homebrewing at this point, just taking a setting expansion into hand.

>>53157695
>>just houserule it man!

This is exactly what Savage Worlds is for. Different setting books have their own setting specific rules, and different rulings. No reason you couldn't do it yourself, when it takes one margin note to change what causes you horrendous asspain.
>>
>>53163996
>But not Cthulu or Hastur, they had far too much identity and character, to being almost corny.
>I mean a much more deep, primal force, not even spiritual, barely even conscious. I don't know how to explain this properly, but it's as if, our reality were the counting numbers, and these beings were on the realm of the rationals, yet there are still the reals and complexes underneath that. Something that none of us can even comprehend.

That's exactly what Lovecraftian things are. The pop-culture castrated those ideas and domesticated them into cute plushies with personality. Just sayin'.
>>
>>53166660
Hahahaha. Its so bad...right right, you ment creative and engaging
>>
>>53167254
Your obviously fucking blind and can't read, or have trouble with comprehension. Keep smoking uncle Kev's peace pipe you sad little person.
>>
>>53167320
Poxy phone you're not your
>>
>>53167320
Id snoke it all day if I could, I sent just straight cash when the company was going under to them, no products just cash..... id mow his lawn if it would help him have a better day writing.
Palladium books is the best rpg maker hands down.
>>
Heck if kevin was ill id pay his hospital bills, take notes from his bed side and let him get out that last book before he passed.
Kevins final book will undoubtedly be a work of mastery, and show us just what and how good fiction and role-playing can be. A epic for future generations of game designer's.

Im not even exaggerating he really is the best rpg author of all time.
>>
>>53166280
>>53166255
If you are two different people you should form a club.
and then you should consider checking your unreasonable rage at the door and playing nice.
>>
>>53164816
You know. Thinking about it. The core katana would be perfect for a lupin the 3rd game. Because one could totally cut through a pulp gear kit stated plane.

Is it wrong to want that? Because that's like the sole time that stat block would actually be appropriate.
>>
>>53166297
>>Also that means that cliffhangers fuck up the tension because guess what? Next session they get all their bennies back. For no fucking reason.

Unless you (I dunno) establish a house rule.
or state that since they are already in combat (or are about to start) no time has passed and they don't get a "refresh"
Seems pretty clear.
Also if you 1. hate the game
2. hate the players.
then maybe not game or consider another GM. (and don't say "bla bla wah. wah. forever GM." It's not a fucking job. if you don't want to then don't. )
>>
>>53166352
What's your boggle friend friend?
>>
>>53168140
ignore him. He's been shitting up the thread since it started.
>>
>>53167776
You wanna get outta your mommies basement and try going to a hobby shop and seeing what really games are. Just make sure she packs you a page of pre-cut and chewed food cause you might choke when you see what happens when you move with the times. Bless you and you blinkered and narrow little mind.
>>
>>53118211
>Favorite
Lethality, fast combat, tactical rules, race creation, low prep, cheap books, exploding dice can be fun

>Most Disliked
Lethality, bennies suck ass, exploding dice can be annoying
>>
>>53118211
>Favorite:
The Rulebooks and the setting books are easy to read, they almost flow like a story.
The rules are simple to check and double check. I like the idea of a TN being static 90% of the time.

Dislikes:
Wounds need to be reworked a bit. House ruling can fix this but a bit more work on their part could also help.

Exploding dice should have a cap. Something that mechanically makes sense as well (i.e. you can explode as many times as points invested into your attributes.)
Characters can end up being samey due to edges not being differentiated enough.
>>
>>53166696
>That basically would make it immortal in any fantasy setting.

THAT WAS THE POINT. IT WAS SUPPOSED TO BE BASICALLY IMMORTAL.

>Their average toughness is 22.

Yes, those are minor gods. Also the developers have no fucking idea how much damage some shit can do, I had supers at Street Fighter level putting out mid-30s damage per attack every couple of rounds. Toughness is almost irrelevant if you know even the basics of CharOp in supers.
>>
>>53166530
>It's completely functional system that resolves quickly once you understand it and gives you a few different variables to modify if you want to.

So is GURPS.

>Resolution mechanics don't all need to be super flashy to be good.

Same with GURPS. And GURPS can do everything 7th Sea can do, and more. Heck, so can Savage Worlds. The unique mechanics in 7th Sea are uninspired and too complex to be worth using. They aren't even that complex, really, just too much so while being too mediocre for me to bother giving a fuck about them.
>>
>>53167159
>The core book weapons are basically just examples.

No. They are specific guns. These rules are made for use in any genre. Stop bullshitting.
>>
>>53167205
>The pop-culture castrated those ideas and domesticated them into cute plushies with personality. Just sayin'.

Yeah that's a good point haha. I guess... Cthulu isn't corny, neither is hastur, I guess they just have such a strong identity and character whereas I prefer something formless. Maybe I am misinterpreting, I really don't know much about Cthulu Mythos besides a couple of the short stories. It's DEFINITELY going for the same feel, I think you are right, I just am poisoned by the pop culture interpretations of them.
>>
>>53168106
>Unless you (I dunno) establish a house rule.

SAY IT WITH ME:

>JUST
>HOUSE
>RULE
>IT
>BRO

No. I shouldn't have to. I paid 10 bucks for this fucking book, the game can perform something correctly without me having to piss off my players by stripping out all the parts that benefit them.

>then maybe not game or consider another GM

I am the GM fuckwit, and no one else will GM. What you want me to quit GMing and find another group? Fuck that, that's like trading a kinda stale sandwich for a literal shit sandwich. At least my group doesn't have any fucking furries or roasties or bronies in it, okay?
>>
>>53174751
>Fuck that, that's like trading a kinda stale sandwich for a literal shit sandwich.

Holy shit. You're fucked up in the head. Go do something else that won't make you completely miserable. Because it's making you act like a complete asshole.
>>
>>53174938
It would be a lot better if the developers didn't include an objective bad mechanic.
>>
>>53174954
No I mean stop GMing, stop playing any tabletop game at all, and go do something that won't make you such a miserable pile of fuck that can only crack a smile by shitposting on a chinese cartoon forum.
>>
>>53174666
You know... If something is immoral then maybe it's unkillable
You know... No real stats. Maybe a description that the character's weapon/ claws whatever open up a slice which splashes some sort of black ickor that burns and splutters, causing acrid smoke to rise as it evaporates and the wounds seamlessly heal.
- and then the party dies...
Because they were stupid and that's their reward
>>
>>53174751
Open interpretation and modifications are encouraged.
Heck look at designing spells and their creation descriptions and effects.

Take off your fucking bib and stop expect to be spoon fed.
I don't know any game which demands total obedience.
Well maybe the Torah for Orthodox Jews.
>>
>>53170300
How am I narrow minded for enjoying a great authors epic works?
Ive played alot of games, I honestly can say kevin is the best story and setting creator out there, only Weisman comes close.
Your so anger that someone likes a celebrated creative force in the industry. Do you get aggressive when some one tells you Babylon 5 was better than firefly too? Or is it only when the author of palladium fantasy a game with such an indepth history and setting it breaks down walls to your imaginations depths?
>>
>>53175189
Tell us of your love for Jordan Weisman
>>
>>53175258
You dont like shadowrun or earthdawn ?
Sorry you only like balse generic systems with hackneyed plots and YA levels of world detaul
>>
>>53174751
The m1 is balanced in weird wars a setting that takes place during its predominant use. And the only game that actually competes with savage worlds one on one is thrice the price and is gurps which means there's significantly more assembly required.
>>
>>53175387
How did you learn to suck your own dick?
>>
Meanwhile...

What are some good settings you all have run?

We've covered the basics: space, WW2, zombies. Where can we find some craziness and craziness support?
>>
>>53177879
My personal favorite is either using kane to make powder fantasy, or low power fantasy supers. I've also run cyberpunk (long before interface 0's delux), also fuck WW2, WW1 is where its at.

I'm currently "working" on modernizing the old pulp tool kit for a crimson skies style campaign (there's a crimson skies book out there but I prefer the pulp rules for planes over it, it also lacks customization options).
>>
So I have heard that the game doesn't handle supers all that well? Any truth to that? My and some mates are going through super systems and the two contenders are this and M&M though granted SW will probbably win because the group cant be arsed to read. Still pays to know what we are getting into.
>>
>>53178010
MAKE YOUR CHARACTERS AT THE SAME TIME.

That's the most important advice I can offer you for supers. Individual powers within tier levels can vary greatly, and without keeping other players in mind you can easily run into a god and bmx situation.

If you're aiming for a lower powered game I'd also limit the availability of heavy armor and the 2 attack powers. Heavy armor basically limits damage to other supes and the local super swat response team or very well kitted out baddies.

The attack powers can also become "mandatory" primarily to counter heavy armor, and also because all of the direct damage options other powers have pale in comparison to the sheer amount of damage you can shit out of the attack powers. So putting a rank limit on those can open up some tactical diversity.

If you're new to it, don't allow sorcery and the gadget one. They're basically "the whole book but limited" powers, and if you're not already familiar with the entirety of the power section it will drastically slow down the game.

Also you see that footnote under teleport? The multiverse being up to the gm one?
Hard no. Absolutely hard no.
That's how you make portal man.
The man that kills everything and is literally unkillable.
At street level.
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>>53177879
Pirates!

Adventure on the high seas! Cursed treasure! Swashbuckling! Parrots! Booty!

There's a few modules written for savage worlds (Pirates of the Spanish Main for what it says on the box, 50 Fathoms for a more fantastical approach), either try one of those or just read them, steal the parts you like and run your own adventure.

I did it for my first go at GM'ing, went for a Monkey Island/Sid Meyer's pirates feel. The game only lasted 4 or so sessions, but damn it was fun.
>>
>>53175054
Nah, I don't think I will. Cause you see I enjoy running other games that are competently made, like FATE or Dungeon World.
>>
>>53175402
>And the only game that actually competes with savage worlds one on one is thrice the price and is gurps which means there's significantly more assembly required.

That doesn't mean Savage Worlds is good, it just means the options for generic systems are shit. Also you are neglecting OpenD6/MiniSix, Cortex, and loads of other generic systems.
>>
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I'm thinking of making a Napoleonic-fantasy setting campaign for Savage Worlds. Can anyone recommend me some good books or rules that could help support it?
>>
>>53168106
So because you've got the world's shittiest, metagamiest group and you refuse to modify the system when using it for something it wasn't designed for... it's a bad system?
>>
>>53166369
passive aggressiveness is faggy as niggers.
>>
>>53175570
Yoga and flexiral, works like a champ.
>>
>>53154494
I remember I played some horrible GURPS version of Vampire the Masquerade with some people I had never played with before. I don't remember the particulars, other than that the puzzle box from Hellraiser was involved, but we ended up having a gun fight in a church and everybody including the GM was knocked aback when I dove behind the pews and sniped from cover. It had apparently somehow never occurred to them that you could actually do that. It's like I was some kind of visionary, imparting fantastical knowledge upon them.
>>
>>53181202
I would unironically recommend GURPS. Some things are better in Savage Worlds but Napoleonic fantasy...? Not really one of them.
>>
>>53164361
>Anyway, I'd appreciate if you elaborated on your thoughts on the "chance" of being a psion. Cause that's one of the mechanics I am unsure of.
I just like to have the option to make/allow characters to be able to choose options like that from the get-go but that is very much personal preference. Your current psion system sounds great and I think you should keep with it since it really does hit the tone of your setting with a world that has changed greatly and humanity having slowly adapted.

>Pretty much everyone in the setting who's alive, grew up in it. So pretty much everyone would have the edge
I mean a background edge or two to represent having been raised in a particular society in the game like The Reborn, The Barge People, etc.
>>
>>53181202
Fuck I remember that story
>>
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>>53177879

I'm working on an Attack On Titan setting. It's a bit tricky but the 1 playtest was very successful. Will post Titan stats when I get off mobile so I can get some input. I stated the 3d Gear as a heavily modified jet pack from the Sci fi book, and gave it 15 fuel points which function as magic points which can imitate powers from the core book, logic permitting. Like you could do a spider climb power but not a resurrection power because as stupid crazy as the 3d Gear is, it's an offense and transport based steam punk item and can't do other things ever.

>Tfw the thread has been trolled to hell and back before I had a chance to post

Is edgy Mc edgelord still here? If so, are you a masochist? Why would you play a game you hate? I do not understand.
>>
>>53185481
>Is edgy Mc edgelord still here? If so, are you a masochist? Why would you play a game you hate? I do not understand.

see >>53174751

He'd rather eat a sandwich full of rotten mayo, spoiled meat, and stale bread than a literal shit sandwich. One is slightly less painful than the other so that makes it worthwhile.
>>
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>>53185481
>I'm working on an Attack On Titan setting
>mfw this is the kind of trash savage worlds attracts
>>
>>53187580
>He'd rather eat a sandwich full of rotten mayo, spoiled meat, and stale bread than a literal shit sandwich.

What is the rotten mayo spoiled meat and stale bread in this analogy?
>>
>>53185481
>Why would you play a game you hate?

Because it's the only thing my friends want to play faggot. Did you even read my earlier post? They are too pussy to play GURPS because GURPS actually requires you to act intelligently to not die in most cases and doesn't have bennies, which they can no longer live without because they literally ask for them in D&D and shit. Savage Worlds has fucking ruined my players and turned them into pussies. It is a fucking shit gam
>>
>>53190971
Your mom's pussy, you retarded fuckball.
>>
>>53190988
Ha ha!

Your players are retards.

And the only reason you hang around them is to feel smarter.
>>
>>53179153
That's some cool inspiration. For some reason, whenever I envision playing a pirate campaign, I think it'll be random malnutrition charts and movement based on knots.
>>
>>53191308
don't encourage him. He'll never leave.
>>
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I intend to run a sci-fi game semi-inspired by Star Trek. Any advice about setting specif rules or homebrew stuff you think would be useful?
>>
>>53191991
The sci-fi companion is a big help.

Don't try to use everything out of it, though. Only pick and choose what you think would be most appropriate and manageable to your game.
>>
>>53181202
eyes as big as dinner plates.
>>
>>53118723
>ending session early

It's this fucking guy again. Still haven't learnt to tell your players no yet?
>>
>>53191991
New book says to use chase rules for space combat/dog fighting. I know that won't be a huge part of a star teck game, but delux chase rules are still garbage, use the 1st edition rules instead (they require 0 modification)
>>
>>53196179
Where can I find a copy of the 1st Ed chase rules?
>>
>>53197296
Why I might just be able to give them to you. Though technically the explorers edition is more like 1.5, but whatever right.
https://mega.nz/#!BSQmmRrL!9B97oC1oZTXBfu0SdrIKhD24w1WRqeiefG88OCMcWTk
>>
>>53133082
>bonus to hit
ETU fixes this
>broken ass damage
No shit, it's a fucking shotgun at point-blank
>AK has bullshit damage compared to the G3
Swap the statblocks, dipshit
>>
>>53197631
ETU is great but dat pepper spray/taser doh.
>>
>>53197648
Swap it out for the stun gun rules from the Sci-Fi/Supers companion.
>>
>>53177879
I attempted a Resident Evil campaign using the system. I don't remember what the exact rules were, but I had a special rule for Crimson Heads that made my players shit themselves on the first session. Shame it didn't last beyond three sessions and only had two players.
>>
>>53197631
ETU?
>>
>>53197877
East Texas University. Think Buffy the Vampire Slayer and/or Supernatural with cowboy hats. It's a good setting.
>>
>>53197895
Oh I played that at a con demo once. Good shit!
>>
>>53197631
How does ETU fix shotguns?
>>
>>53178010
The game handles supers fine as long as you don't get into the higher power levels. Balancing combat is super tricky to balance unless you follow >>53178166 which I would definitely recommend. Make sure you split time between combat and social conflict, and tell your players that in advance. If they know the less damage-centric powers will be important, they'll be more willing to strike a balance, which will make your end of everything much easier.
>>
>>53197903
Cool! Only campaigns I've been in were a Necessary Evil game (we had premades instead of making our own, I really enjoyed playing the wacky stereotype villain I got instead of the edgelord I had in mind) and an Elder Scrolls game that left much to be desired because the GM had no idea what he was doing. Also I nearly died after the rest of the party went "me too!", charged in in full plate and chainmail and woke up the vampires my thief was quietly assassinating in their sleep.

>>53197914
The +2 only applies at medium range. Me, I reduce the bonus to +1 except for sawn-offs, they need some love to compensate for their shite range and low ammo count. {spoiler]Other than the fact you can use them in melee where that +2 is great fun[/spoiler]
>>
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>>53190962

>I am le trolly troll look at me meme!

Elitism in games kills the hobby. This is empirical fact and you are part of the problem.

Plus, while Titans themselves are OP as fuck, the actual setting is quite fun. You have political intrigue, monster slaying, betrayal in the human world due to titan-shifters, and of course lots of comrades dying in terrible ways. It's WW1 with steampunk parkour. Why so salty?

>>53190988

>Spewing faggot, fuck and pussy like a 13 year old spaghettilord

I do not understand, why would someone go on the internet to try and appear tough

But yeah your players suck dude. If they want bennies why not try something like Monster of the Week? The luck points work superficially similar, but are actually an excuse to kill players in fun and gruesome ways when they run out. I think it would also make you less of a grumpy edgelord to try something new.

That does suck they are fixated on one game though. If they love it so much, one of them needs to grow a sack and learn to GM it, instead of forcing their foreverGM to run it and making him a pile of menstrual rage.
>>
>>53181046
I've literally never heard of cortex and have never once seen anyone actually talk about mini6. Got to be great games if their "competition" is dying in obscurity. Especially because their actual competitors aren't actually massively popular huge market share products.
>>
>>53181202
You might try the fantasy companion, and then maybe some of the Soloman Kane or Deadlands books to cherry pick some rules. It'll be tough though, that's a very specific era.
>>
>>53199754

>Deadlands

My nigga. Best setting, hands up pardner, you drew on the wrong gunslinger
>>
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Hey does anyone have a copy of the Sixth Gun RPG? Can't find it in the PDF share thread
>>
>>53134575
Google for "Zadmar" and "Savage Worlds" and you will find the ultimate guide on how to houserule or even redesign pretty much everything in SW by SWgod Zadmar. There are guides on how to build balanced races, balanced magic systems, how to make RP with the standard magic system better, how to build balanced edges, a combat simulator, etc. I could swear there is also one for designing new hindrances with ease, but I am too lazy to look it up because the website is organized quite meh.
>>
>>53166326
Rule wise, play with "Gritty Damage" and "Critical Failures" setting rules. That's gonna make everything deadly and grim enaugh, desu. Everything else is just choosing or making a good setting and thus absolutely equal to any other tabletop
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