Postby slayride » Thu May 30, 2013 4:33 pm
Savage Worlds is an interesting game. Its a tactical miniature game where everyone has limited HP. Extras have 1 Wound, Wild Cards have 4 Wounds = Incapacitated, where Wound Threshold is the Toughness + Armor of the region struck +4. So a person wearing leather armor with a Toughness of 5 has a 6 Armor on the Torso, Leg, and Arm, but the head has 5 Toughness. So a head shot deals 1 Wound on 9 damage (9-5 toughness =4), and 1 Wound on 10 damage (10-6 toughness=4) to the other 3 areas. Savage Worlds has rolling up and adding up of all dice on damage. Trait rolls have you roll one (extras) or two dice (wild cards) and take the better result, with the usual DN as a 4 or an opponent's Parry. Rolling +4 the result is a raise, which adds a D6 to damage Tests and otherwise ends up with a better result, much like an Excellent Result in Earthdawn. Even at the highest dice (d12+D6), the chance of success is less than 90% (3/12 fail on the D12 and 3/6 fail on the D6 so 3x 3= 9/72 = 12.5% fail/87.5% success, and bonuses and penalties have huge effects on the percentages), which is generally where the three bennies come in to allow you to reroll Trait Tests (and Damage Tests if you have No Mercy or are playing Shaintar which allows it as a setting rule that everyone effectively has it). The setting's Wounds cause -1 penalties on Trait only Tests and also has a Fatigue system for non-lethal damage that also causes a -1 penalty per Fatigue Level. 4 Wounds= Incapacitated, which is KO, injured (permanent injuries) and bleeding to death, as well as Dead as potential results. A person with 3 Fatigue Levels becomes KO.
Preventing Wounds is done by spending bennies to Soak, which becomes the system's version of avoid blow/recovery test in a way. As an Earthdawn player, the game is extremely easy for you to figure out and understand since its like a small step system (D4-D6-D8-D10-D12 are the dice used with further steps up being D12+1, D12+2, etc.). But it is much more lethal than Earthdawn because of the limited HP in terms of Wounds, with bennies acting as an extra HP source that can potentially extend your life. Also a lot of people do not like the way the system handles the Shaken status which can really lock you out of a combat in the same way as say a Horror's Terror power can. You can spend a Bennie to remove it and still act if you cannot make the Spirit Roll to get out of it, but only a raise will allow you to unshake and still act. Some people do not like the skill system since its similar to old Shadowrun with things not linked intrinsically to attributes and the attributes themselves being used to determine the rate of skill progress in a way. Also if you do not have a skill it defaults to D4-2 when trying, not the Attribute its based on, which makes default skills extremely hard to succeed since you must get a 6 on the D6 and the D4 requires 4+2 on the second rollup.
The Adventure Deck adds an interesting element to the game, in some ways the extra card can act like an additional bennie depending on what is drawn. It also can add interesting role playing elements such as by playing the Love Interest card.
Deadlands is a lot like if you set Earthdawn in an alternative history Wild West (especially Hell on Earth). We'll be playing this after 50 Fathoms in my midweek game.
50 Fathoms has been a lot of fun, sort of a Pirates of Dark Water meets Pirates of the Caribbean experience.
The real good thing about Savage Worlds is that knowing the game system gives you access to many great settings to play.