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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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tenbones

Quote from: Redforce;1071745I want to run a fantasy campaign (I haven't ran a game as a gamemaster in aeons) and I was trying to figure out which system would be best.  I may buy the PDF and check it out.  I have the Deluxe edition, and it seems like they may have fixed some of the things that bothered me about Savage Worlds.

I just started a Savage Worlds campaign using the 4.0 PDF.

Set in my former Forgotten Realms campaign (which I ran for about 5-years using 3.x/Pathfinder), it's *very* high-powered, Gritty and Epic all at once. So I've created a document to cite my races, some new Edges specific for my setting. I started everyone out at Novice and everyone gets the Linguistics Edge for free (as a setting rule).

I'm using the following:

SWADE Core 4.0 rules - Baseline. The only modifications I'm doing are for my races, which are all +4 instead of the standard +2. For humans they get a free Regional Edge which I've created a bunch for my campaign.

Fantasy Companion- Mostly gear, some Edges. I've brought them all into line with SWADE (with a caveat to my players that once the new Fantasy Companion comes out, expect further adjusments as needed)

Shaintar - Mostly for gear. Magic in the Core Rules are already *very powerful*. Some Edges as well. But all Edges and gear are being modified to be in-line with the Core. I'm also using Defining Interests (Half your Smarts in "topics" of interest to your character - netting you a +1 bonus when dealing with that topic).

Deadlands - I'm using Weird Science for Gondmen and Tinker Gnomes (one of my PC's is a Tinker Gnome). So while it's not widespread, it's a thing in specific locales. I'm also converting Hexslinging into being it's own "art" for Arcane Archery. But that's something that will happen later when I introduce it. I'm also using Psionics in my game - it was big part of my campaign last time, so there are parts of the Psionics I've culled from Deadlands (for Monks) as well as the core book to reproduce in the game (I have an entire kingdom that is a Psiocracy, where psychics rule).

Savage World Rifts - I'm converting portions of the Savage Rifts' Cyberknight, piecemealing it out to be a distinct Arcane Background: Physical Adept to simulate Psychic Warriors with several edges to support it (Psi-Blade, Psi-Shield etc). Originally I was going to fold it into Arcane Background: Psionics - but a player convinced me to make it it's own thing.

I'm open to other books content (Guild of Shadows, Beasts and Barbarians, Hellfrost, Pirates of the Spanish Main, and 50-Fathoms are all on the table) - but I'd have to convert that content to be in-line with the SWADE Core which is pretty easy. I'm going all out on this - it's starting out bog-standard D&D adventuring, but there are/will be elements of the Underdark, Spelljammer, Planescape in here at higher Ranks of play. The sandbox is vast. The starting place small. The goal is to see if the PC's can get to the 20th-lvl + power-level equivalent and beyond. Of course, Ivan Drago D.O.N.G. Blackbelt rule #1 applies (If they die. They die).

My opinion of SWADE 4.0 thus far - it rocks my socks. There are things I wasn't so sure about - and I'm still not sure about how I feel about some them (the Shaken rules). But that said, nothing has even remotely come up as an issue. And there are a lot of new sub-systems I wanna try in game.

Rhedyn

Once you GM Savage Worlds for a bit, you start stealing crunch from all the other books and mashing them into your campaign.

That is not to say that the Core Book isn't serviceable by itself, at least for a few campaigns.

HappyDaze

Quote from: tenbones;1071768My opinion of SWADE 4.0 thus far .

I though they were only on 3.0 so far. When did 4.0 become available?

tenbones

Quote from: Rhedyn;1071771Once you GM Savage Worlds for a bit, you start stealing crunch from all the other books and mashing them into your campaign.

That is not to say that the Core Book isn't serviceable by itself, at least for a few campaigns.

Absolutely. And it's by design. The new Core is pretty impressive. I could do everything with just that alone. But for the sake of ease lifting stuff from other books and tweaking them for the Core conceits saves time.

Armchair Gamer

Quote from: HappyDaze;1071777I though they were only on 3.0 so far. When did 4.0 become available?

Earlier this week. It's the ready-to-print version, unless something really glaring shows up.

HappyDaze

Quote from: Armchair Gamer;1071782Earlier this week. It's the ready-to-print version, unless something really glaring shows up.

Odd. My Drivethru page says it's still 3.0 and doesn't give a PoD option.

Rhedyn

Quote from: HappyDaze;1071791Odd. My Drivethru page says it's still 3.0 and doesn't give a PoD option.
That's because PEG doesn't PoD (for the most part) they just have stock. They will be printing this version probably after their editor goes through it again.

tenbones

So I kicked off my new campaign. Players were travelling to discover the disappearance of two caravans that were scheduled to have arrived a week earlier. They get to a fort. What was supposed to be a series of scouting and skirmish missions with a tribe of invading Scarback Hobgoblin tribe, where the Hobs would be whittled down slowly... turned into a huge invasion of Hobgoblins on the PC's fort.

So 15 NPC's + the group of 5-PC's vs. 120 Hobgoblins led by a Hobgoblin witch and her three captains (Wildcards) with a few small catapults. We ended up using the Mass Combat rules in the Corebook (first time) and despite my skepticism it worked marvelously. It allowed me to adjust the bonuses for each side based on tactics made by the PC's during each phase. It allows *each* PC to do things based on what they think their characters would be doing to help out - you can usually use any skill and leaves it to the GM to allow it (so my "rogue"-types were using their Athletics skills to pull out the wounded off the wall, those with Healing were tending the wounded), but my melee guys were "On the walls splitting Hobgoblin skulls!" etc.

In the end - the PC's and 5 NPC's survived... and the Hobgoblins despite superior numbers (though poorer tactics) were repelled and destroyed. Half the PC's were Incapacitated due to fatigue. Some had nasty Wounds.

My overall feelings were - the Mass Combat rules were cool and fun. 7/10 (I'd rate it higher but it was my first time using it). It feels like an open-ended Ship-Combat fight where *everyone* matters.

I can immediately see that you could use these rules from everything like a small skirmishes to *MASSSSSSIVE* army vs. army, Planetary invasions capital-ship armada vs. planet, etc. It's super flexible and "feels" right.

I need to try the Chase Rules now (though I confess I'm more interested in them for vehicle combat as I can run foot-chases fine without these rules).

Christopher Brady

#53
So I got the SWADE PDF from a friend for Xmas/my birthday, I've been going through it.  For the most I like it, and some of the new Edges are cool, although I'm not to keen on the Two Fisted/Two Gun Kid split.  I'm currently running a 1930's pulp crime fighter campaign, that I've 'switched over' with a couple of friends.

I'm not sure I like the Disarm rule, mind you.  Not that it was all that hot to begin with in older editions.  I'm also not sure I like the stacking damage for Martial Arts and Brawler...  A die bump seems odd to me.

Oh, right, almost forgot, apparently Pinnacle is opening a similar creators option like DM's Guild on DriveThru.  I just got an E-mail from them.
"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

#54
yeah a lot of these settings look really good. I'm seriously considering tossing my hat into the ring.

As for the rules - yeah I'm playing through first. I want to get a good taste of it all. I'll make changes once I see how it all pans out. Thus far, it's working really well.