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[SIGH] Savage Worlds

Started by Benoist, November 11, 2010, 08:23:42 PM

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The Butcher

Quote from: Doctor Jest;418719There is nothing "broken" about lower die types acing more often. The distinction that is being missed is that acing is not the same as succeeding. Many times the lower die type will need to ace just to get a single success at all.

There seems to be some conflating of "acing" with "getting a raise" and this is not the case. If you look at a Savage Worlds probability calculator http://cameralovesyou.net/swprob/swprob.rb you can see it better.

My point exactly:

Quote from: The Butcher;418690Yes, the math is "broken", in that characters with lower skills have a bigger chance at Acing (but still a smaller probability of success).

Quote from: Doctor Jest;418719Novices are a bit too low on points. I start everyone with 10xp (two advances). They're still novices, but it helps flesh out the character concept more and put starting characters where it seems they should be.

Savage Worlds plays much better than it reads. I'm another who has been spoiled by the speed and ease of the system. The only system faster that I've played is Feng Shui.

Nowadays I don't mind the stinginess, and in fact I like it, in that it forces people to take Hindrances, which are mostly fun. Nonetheless, two Advances (10XP) is no biggie.

Doctor Jest

Quote from: The Butcher;418744Nowadays I don't mind the stinginess, and in fact I like it, in that it forces people to take Hindrances, which are mostly fun. Nonetheless, two Advances (10XP) is no biggie.

I've never seen anyone not take hindrances. Everyone enjoys taking and playing up their hindrances, at least In my experience. I use the old Deadlands rule that when you RP your hindrance and it causes trouble for you, you get a Benny.

 It just seemed, even with hindrances, players spent one or two of their initial advances getting the character they wanted to play all along. It seems those two advances are helpful to fully flesh out a concept.