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What are some of the things Savage Worlds does well?
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>>97299968
It's easy to learn, simple to modify, fast to play, and it's fun.
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>>97299968
I find it very easy to run bigger combats in SW because the NPC stat blocks are dead simple. The math is also really transparent, so it's easy to just kind of wing enemy stats. I also like the card initiative, although it does take a little getting used to.
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>>97300080
As someone just starting to run Savage Worlds, and loving it so far, how does action economy actually play out in those big combats especially if you group up extra's initiatives?
I'm about to find out next week because my villains stumbled upon like 20 psychotic meth clowns but I'm curious if there's any tips you'd have.
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>>97299968
>Here's a story from north america
Thank you
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>>97299968
Simple to learn and teach.
Enough crunch to get tactical but not so much you need a rule for everything.
Chase mechanics are solid.
A melee focused character will beat the living shit out of range focused character pretty handily most of the time if they get close.
A ranged focused character will make a melee focused character pay for every inch of closing that distance.
Magic is easy to understand and pretty free form.

It's a good system for action forward games. Kinda bad at anything outside of that style of game though. Ironically, it is much better at Pathfinder than Pathfinder is.
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>>97299968
this >>97300737
>it is much better at Pathfinder than Pathfinder is.
And D&D i would add, the rationale here is that SW compliments a specific playstyle and genre (action packed heroics) that a lot of d&d groups clash with due to d&d being more focused on skirmish and attrition making any deviation from that well oiled machine feel dissociated at best (when rules exist) or completely arbitrary at worst (the DM intervening through exception based rulings like applying "rule of cool" because the rulesystem actively works against those situational contexts).
A good example of that is for example Brancalonia (that i'm actually working in making a sw conversion), where they made a new subsystem for tavern brawls, which, by my players words, feels completely dissociated from the standard game and overtly mechanized.
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>>97299968
It's good at starting arguments because the 2 people that like it get extremely defensive over its (many) flaws.
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>>97300838
I like SW but i would be the first in line in calling it a clunky ass piece of shit when dissecting it's individual mechanics (picrel for example), i just feel that, for some reason, it's great when taken as a whole. The damn thing just werks.
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>>97299968
It is easy enough to apply to whatever setting you want. Main issue is that most recent supplements have gotten worse over the years. Any edge has been filed off.
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I ran my first game of SW ever to two people who only play vidya and paint figurines and to one completely normal non-nerd woman, and everyone involved had a great time and the non-nerd was actually on top of the combat rules and applied hindrances where it fit. Went so well I'll have two more normies to wrangle for next session.

I'd say it's fantastic!
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>>97300851
>i just feel that, for some reason, it's great when taken as a whole.
We call that "Familiarity", anon.
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>>97301669
Nah, i pretty much run a single game in SW, my usual systems are GURPS 3e/4e, D&D 3.5e, WFRP 1e, BRP, CODAsys, MERP and Mutants and Masterminds. I feel SW is excellent for pulpy and cinematic action type of low effort / prep games where you can just throw SWADW at it.
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>>97301713
>SWADW
*SWADE
Typo, my dog was humping my leg at the moment of posting.
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>>97301669
NTAYRT
Savage Worlds seems like total dog shit on paper and it makes probability nerds sperg out hard.
In PRACTICE, it is much better than it has any right to be.
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>>97300851
For the last two outputs you forgot to include the modifiers on the wild die. Or better yet, put the modifiers after the [highest of] section. Doesn't change your point, just something to note.
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>>97299968
I like that running it isn't a second job and that the dice system naturally provides diminishing returns for hyperspecialization.
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>>97300851
Whats the argument here? Why do people dislike the probability?
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>>97299968
Mook health, "Up, down, off the table".
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>>97302650
Analyzed dice rolls show whacky probability figures.
It also doesn't reflect reality. Probability rarely reflects reality but math fags swear it does.
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>>97299968
You can plop any setting on top of it and it just works. People comment about how it's focused o action games but I don't really get what other tools you'd need for other kinds of games
Anyway, is there any trove for SW stuff? (other than the one that was killed)
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>>97306006
There are games where investigations, stealth, survival, army management, long distance ballistics, relationship management, and other systems are pretty important factors. SW sucks ass at all of that stuff.

SW is not what you reach for if your group is hiding from vampires that will one shot them. SW IS what you reach for if your group would call vampires "Twilight Niggers" while melting them with Super Soakers filled with holy water.
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>>97301775
In practice, it's actually pretty shit but a good GM can make anything fun if he doesn't run it RAW.
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>>97306205
>SW IS what you reach for if your group would call vampires "Twilight Niggers" while melting them with Super Soakers filled with holy water.
Best elevator pitch ever, i'm going to use it for my players



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