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So the new edition of Savage Worlds is out now

Started by Rhedyn, December 20, 2018, 09:42:25 AM

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Rhedyn

Link

I'm pretty happy with it. It's like the old edition, but in the average more robust and intuitive. It's interesting to me how D&D 5e has influenced this version (Unlike Paizo, these devs admit that they do play D&D 5e from time to time).

Some skills are compressed, the couple tables they had for skills are gone/replaced. Overall though, the skill system is deeper and simpler with the Support and Test systems allowing for lots of shenanigans.

Edges and Hindrances got a face lift. Charisma has been removed as a mechanic. The action economy got reworked to allow for repeat actions, but now limits actions to 3 and all abilities that added actions instead reduce the multi-action penalty. This should mean that actions cap out at three, which should make combat go faster in Sci-fi or High Fantasy settings.

Magic got reworked such that it's less "combat focused". I used to have a bias towards no power points, but this version makes power points much more workable. Faster power point regeneration, longer durations, the "New Powers" edge gives 2 powers now instead of one, universal power modifiers, basic magic item crafting (by power points not by gold), new utility powers, etc. All good stuff for the prospective wizard.

Christopher Brady

"And now, my friends, a Dragon\'s toast!  To life\'s little blessings:  wars, plagues and all forms of evil.  Their presence keeps us alert --- and their absence makes us grateful." -T.A. Barron[/SIZE]

Rhedyn

Quote from: Christopher Brady;1069248Is there a legal free PDF of the changes?
There will be. I do not believe it's currently out because this pdf will get one more update before being sent to the printers.

Rhedyn

Quote from: Christopher Brady;1069248Is there a legal free PDF of the changes?
There will be, but I do not believe it is currently out because this pdf is going to get one more update before being sent to the printers.

Also probably not completely free. The conversion guide will be available to owners of previous editions. (I think?)

Christopher Brady

Quote from: Rhedyn;1069251There will be, but I do not believe it is currently out because this pdf is going to get one more update before being sent to the printers.

Also probably not completely free. The conversion guide will be available to owners of previous editions. (I think?)

The problem is I have a hard copy of the last Deluxe Explorer's Edition and I'd like to know what exactly the changes are.  I'm hoping there's a free update.  I'll get the new book, some day.  But drummin' up the 12 bucks (CDN) is sadly harder than it should be.
"And now, my friends, a Dragon\'s toast!  To life\'s little blessings:  wars, plagues and all forms of evil.  Their presence keeps us alert --- and their absence makes us grateful." -T.A. Barron[/SIZE]

tenbones

I like the rules on paper thus far. Gearing up to putting them in use in a couple of weeks. *Yes* - there will be a free update.

Culled from Reddit places -

Support Rules: This is a streamlining of Cooperative Rolls in the current edition of the rules, with an expanded scope that provides assistance through unrelated Skills and can be used in combat.

Test Rules: These are replacing Tricks and Tests of Will, which requires a Skill vs Attribute opposed roll; success allows you to inflict the Vulnerable or Distracted condition on the victim.

Core Skills: A rule that grants player characters a free d4 in five different Skills that "every reasonable character has at least a modicum of ability in." According to the Saving Throw ETU game, we also only begin with 12 Skill Points, rather than 15.

Multi-Actions: Characters can take up to three actions per turn, with a maximum Multi-Action Penalty of –4. You can now repeat actions. It is unclear how existing Edges have been changed to adapt to this change.

New Chase Rules: These have been released by PEG and are a total overhaul of the Chase Rules, using a token-based system to determine your distance from targets. The goals are to make it simpler to pull out and use on the fly and make weapons with different range brackets relevant in chases (such as a driver with a pistol vs a helicopter with a chain gun).

Quick Encounters: This is an expansion of the Quick Combat rules that were released a while ago, allowing for the quick abstraction of almost any challenge or interactions (listed examples include Chases, Combats, Crises, Heists, Missions, and Treks).

Wealth System: A very common house rule around these parts that eschews money for a general idea of "wealth" that could be very useful to a large portion of Savage Worlds settings that don't place an emphasis on managing funds (Rifts, Flash Gordon, supers games, and so forth). Possibly a Setting Rule, as there are a great number of settings that place a lot of emphasis on keeping track of your money (Deadlands: Noir, ETU, and D&D-esque fantasy). No information yet.

Distinction between "adventure gear" and setting-appropriate allowances--otherwise known as "how can I buy a motorcycle with $500 as a starting character?"

The Athletics Skill: A new Skill that combines Climbing, Swimming, Grappling, and Throwing into a single skill. It's linked to Agility, though there apparently will be an Edge to link it to Strength.

Grappling Rules: First appearing in Flash Gordon, the Grappling rules have been updated slightly to focus on the established design paradigm of "Skills are active, Attributes are passive."

Further explanation as to fitting Athletics and Agility, and more of a deep-dive into design philosophy rather than a new mechanic. Interesting to note and possibly helpful to the "Athletics has to be Strength" detractors.

New Suppressive Fire rules: The Suppressive Fire in SWD, as we all know, was pretty rough and needed a fix. This is their attempt to rectify that in SWADE, along with making the maneuver available to any firearm instead of just those with RoF 2+.

Benny Uses: The Saving Throw podcast has outlined all of the new uses for bennies:

*Reroll a Trait roll, but not Critical Failures. If you reroll a Trait roll and end up with a Crit Fail, you don't keep the highest--you're stuck with the Crit Fail.

*Unshake in combat

*Soak rolls

*Draw a new Action Card--you seem to be stuck with the new card unless you spend a second Benny, you don't just keep the highest. Quick and Level Headed only apply to cards drawn normally, not to cards earned through Bennies

*Reroll a damage roll (No Mercy adds a bonus to re-rolled damage, according to the Saving Throw ETU preview) Regain 1d6 Power Points

*"Influence the Story;" there are no details as to what this entails other than that it requires the GM to "okay" the idea.

Charisma: Charisma has been removed entirely. In its place, effects that previously affected Charisma have been given new mechanics (such as Attractive giving bonuses to Persuasion, and Charismatic allowing characters to reroll failed Persuasion rolls).

Critical Failure: This has been changed. It appears to occur when a majority of dice roll a 1, rather than only needing to roll a 1 on one Skill die and one Wild Die. The specifics are unconfirmed.

Defend Maneuver: This adds +4 to a character's Parry, but the character cannot take any additional actions while Defending (movement is allowed).

Experience: XP has been removed, instead telling GMs how often players should apply an Advance (once every other game for long campaigns, every session for short campaigns).

Fatigue: Bumps and Bruises now appears to be a specific variation of Fatigue, rather than the "default" Fatigue option, and only takes one hour to recover from Bumps and Bruises.

Joker's Wild is now a core rule, not a Setting Rule; but if the GM draws a Joker for his NPCs, he gets a GM Benny and all enemy Wild Cards also get an extra Benny

Power Modifiers: These were "first previewed in Flash Gordon," but there is no other information revealed yet.

Skills: Thievery seems to combine Lockpicking with sleight of hand and pickpocketing. Performance is now a core Skill (it's unclear what exactly it entails). Hacking, Science, Electronics, Battle, and Academics are now distinct Skills, and it appears that generic "Knowledge" Skills are no longer available. You no longer need to spend a full Advance to purchase a new Skill.

wmarshal

Quote from: Christopher Brady;1069253The problem is I have a hard copy of the last Deluxe Explorer's Edition and I'd like to know what exactly the changes are.  I'm hoping there's a free update.  I'll get the new book, some day.  But drummin' up the 12 bucks (CDN) is sadly harder than it should be.

I'm afraid that getting the new book will cost you more than $12 unless the exchange rate between Canada and the US has shifted dramatically. Pinnacle is dropping the low cost soft cover model for the core rule book. (I'm a backer, and like what I've seen so far in the PDF.) The new core rulebook will be hardcover and retail somewhere around $50.

Rhedyn

Quote from: tenbones;1069254Fatigue: Bumps and Bruises now appears to be a specific variation of Fatigue, rather than the "default" Fatigue option, and only takes one hour to recover from Bumps and Bruises.
Fatigue recovers after an hour. Bumps and Bruises takes 24 hours or a healing check.

tenbones

The general feedback from the community has been really spot-on with catching errors and making recommendations for clarity. PEG is doing an rock-solid job on the updates. I'm pretty surprised at the general positivity and *amount* of support. I honestly didn't really that SW was remotely this popular.

Sure there will be quibbly rules that I don't necessarily care for - but I've been reading their latest versions as they come out and I'm really happy with them getting all the core rules in alignment. It makes all the setting-specific stuff more special.

I'm really happy with PEG's work on this - even more pleased with the fan-response. It's not just people voting yea/nay - it's fans giving their honest feedback and PEG really listening and taking that feedback into consideration.

Christopher Brady

Performance?  Dancing, singing, acting, etc. I'd assume. In the Crimefighting pulp game I'm running, one of the characters is a Lounge Singer/Dancer and we made that skill for her.
"And now, my friends, a Dragon\'s toast!  To life\'s little blessings:  wars, plagues and all forms of evil.  Their presence keeps us alert --- and their absence makes us grateful." -T.A. Barron[/SIZE]

Christopher Brady

Quote from: wmarshal;1069257I'm afraid that getting the new book will cost you more than $12 unless the exchange rate between Canada and the US has shifted dramatically. Pinnacle is dropping the low cost soft cover model for the core rule book. (I'm a backer, and like what I've seen so far in the PDF.) The new core rulebook will be hardcover and retail somewhere around $50.

There'll not be a paperback?  Damn.  I'm seriously out then.  I have to shell out for the D&D 5e AL adventure books (as it's my main way to interact with humanity) every year as well as any supplements that come with it, so that's my entire purchaseables budget...  I mean, I can maybe swing maybe a 20 every couple of months, but not a whopping 65CDN.

Take care of your spine, kids, s'all I can say.
"And now, my friends, a Dragon\'s toast!  To life\'s little blessings:  wars, plagues and all forms of evil.  Their presence keeps us alert --- and their absence makes us grateful." -T.A. Barron[/SIZE]

Rhedyn

Quote from: Christopher Brady;1069281Performance?  Dancing, singing, acting, etc. I'd assume. In the Crimefighting pulp game I'm running, one of the characters is a Lounge Singer/Dancer and we made that skill for her.
It's a base skill now.

Quote from: Christopher Brady;1069283There'll not be a paperback?  Damn.  I'm seriously out then.  I have to shell out for the D&D 5e AL adventure books (as it's my main way to interact with humanity) every year as well as any supplements that come with it, so that's my entire purchaseables budget...  I mean, I can maybe swing maybe a 20 every couple of months, but not a whopping 65CDN.
I recall that it was going to be $40 for a hardback (though that tier of the KS was $50 because of digital rewards). PEG is moving entirely to their Graphic Novel Hardback format for durability (cost/performance) reasons.

Quote from: Christopher Brady;1069283Take care of your spine, kids, s'all I can say.
Try rubbing magnets on it. I'm only halfway joking. A powerful magnetic field through the spine can stimulate nerve growth.
Though in the more likely event of bone, ligament, disc, and/or muscle injury, that sucks.

Shawn Driscoll

Quote from: tenbones;1069254I like the rules on paper thus far. Gearing up to putting them in use in a couple of weeks. *Yes* - there will be a free update.

Culled from Reddit places -

Support Rules: This is a streamlining of Cooperative Rolls in the current edition of the rules, with an expanded scope that provides assistance through unrelated Skills and can be used in combat.

Test Rules: These are replacing Tricks and Tests of Will, which requires a Skill vs Attribute opposed roll; success allows you to inflict the Vulnerable or Distracted condition on the victim.

Core Skills: A rule that grants player characters a free d4 in five different Skills that "every reasonable character has at least a modicum of ability in." According to the Saving Throw ETU game, we also only begin with 12 Skill Points, rather than 15.

Multi-Actions: Characters can take up to three actions per turn, with a maximum Multi-Action Penalty of –4. You can now repeat actions. It is unclear how existing Edges have been changed to adapt to this change.

New Chase Rules: These have been released by PEG and are a total overhaul of the Chase Rules, using a token-based system to determine your distance from targets. The goals are to make it simpler to pull out and use on the fly and make weapons with different range brackets relevant in chases (such as a driver with a pistol vs a helicopter with a chain gun).

Quick Encounters: This is an expansion of the Quick Combat rules that were released a while ago, allowing for the quick abstraction of almost any challenge or interactions (listed examples include Chases, Combats, Crises, Heists, Missions, and Treks).

Wealth System: A very common house rule around these parts that eschews money for a general idea of "wealth" that could be very useful to a large portion of Savage Worlds settings that don't place an emphasis on managing funds (Rifts, Flash Gordon, supers games, and so forth). Possibly a Setting Rule, as there are a great number of settings that place a lot of emphasis on keeping track of your money (Deadlands: Noir, ETU, and D&D-esque fantasy). No information yet.

Distinction between "adventure gear" and setting-appropriate allowances--otherwise known as "how can I buy a motorcycle with $500 as a starting character?"

The Athletics Skill: A new Skill that combines Climbing, Swimming, Grappling, and Throwing into a single skill. It's linked to Agility, though there apparently will be an Edge to link it to Strength.

Grappling Rules: First appearing in Flash Gordon, the Grappling rules have been updated slightly to focus on the established design paradigm of "Skills are active, Attributes are passive."

Further explanation as to fitting Athletics and Agility, and more of a deep-dive into design philosophy rather than a new mechanic. Interesting to note and possibly helpful to the "Athletics has to be Strength" detractors.

New Suppressive Fire rules: The Suppressive Fire in SWD, as we all know, was pretty rough and needed a fix. This is their attempt to rectify that in SWADE, along with making the maneuver available to any firearm instead of just those with RoF 2+.

Benny Uses: The Saving Throw podcast has outlined all of the new uses for bennies:

*Reroll a Trait roll, but not Critical Failures. If you reroll a Trait roll and end up with a Crit Fail, you don't keep the highest--you're stuck with the Crit Fail.

*Unshake in combat

*Soak rolls

*Draw a new Action Card--you seem to be stuck with the new card unless you spend a second Benny, you don't just keep the highest. Quick and Level Headed only apply to cards drawn normally, not to cards earned through Bennies

*Reroll a damage roll (No Mercy adds a bonus to re-rolled damage, according to the Saving Throw ETU preview) Regain 1d6 Power Points

*"Influence the Story;" there are no details as to what this entails other than that it requires the GM to "okay" the idea.

Charisma: Charisma has been removed entirely. In its place, effects that previously affected Charisma have been given new mechanics (such as Attractive giving bonuses to Persuasion, and Charismatic allowing characters to reroll failed Persuasion rolls).

Critical Failure: This has been changed. It appears to occur when a majority of dice roll a 1, rather than only needing to roll a 1 on one Skill die and one Wild Die. The specifics are unconfirmed.

Defend Maneuver: This adds +4 to a character's Parry, but the character cannot take any additional actions while Defending (movement is allowed).

Experience: XP has been removed, instead telling GMs how often players should apply an Advance (once every other game for long campaigns, every session for short campaigns).

Fatigue: Bumps and Bruises now appears to be a specific variation of Fatigue, rather than the "default" Fatigue option, and only takes one hour to recover from Bumps and Bruises.

Joker's Wild is now a core rule, not a Setting Rule; but if the GM draws a Joker for his NPCs, he gets a GM Benny and all enemy Wild Cards also get an extra Benny

Power Modifiers: These were "first previewed in Flash Gordon," but there is no other information revealed yet.

Skills: Thievery seems to combine Lockpicking with sleight of hand and pickpocketing. Performance is now a core Skill (it's unclear what exactly it entails). Hacking, Science, Electronics, Battle, and Academics are now distinct Skills, and it appears that generic "Knowledge" Skills are no longer available. You no longer need to spend a full Advance to purchase a new Skill.

It's like a whole other game almost. I'll have to go on YouTube and see what players think.

tenbones

Quote from: Christopher Brady;1069283There'll not be a paperback?  Damn.  I'm seriously out then.  I have to shell out for the D&D 5e AL adventure books (as it's my main way to interact with humanity) every year as well as any supplements that come with it, so that's my entire purchaseables budget...  I mean, I can maybe swing maybe a 20 every couple of months, but not a whopping 65CDN.

Take care of your spine, kids, s'all I can say.

I'm going to take this from a different perspective.

Utility.

The $40 Core Rulebook (physical quality aside since it's an unknown) - provides an entire PHB/DMG/MM all in one book that can, right out of the box, can replicate anything in the D&D core books with better fidelity (imo, which I'm more than willing to discuss), I think the value of the corebook is worth the price of entry alone.

GRANTED - you might have to do some setting conversion, but it's pretty straightforward. Heck most of the fandom will put out conversion rules for D&D5 which already is 99% compatible with SWADE (and will get updated in all likelihood).

Unless you have a total commitment with your group to only playing whatever label currently holds the D&D name... I think that's a reasonable choice to not do it.

tenbones

Quote from: Shawn Driscoll;1069294It's like a whole other game almost. I'll have to go on YouTube and see what players think.

Honestly I thought that too...

But once I got my copy - it's really a collation and tweaks of ALL the rules that have propagated through various settings books since 2011 when the Deluxe rules dropped.

I'm still processing - but I'm pretty happy with their direction of sticking with a core conceit of Skills over Attributes and cleaning up a lot of Conditions. It's not really as crazy as it looks. It's a LOT of clarification and tweaks. It makes me *more* stoked to see the new updated setting books.