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Josh Bazin
Canada Edmonton Alberta
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stainlesssteelrat wrote: How interesting are the monsters in the bestiary?
Unfortunately, my FLGS was out of the Fantasy Companion, so I can't comment on the monsters they list there. Based on the listing at Savagepedia you get a good smattering of what you'd expect in a fantasy campaign. I don't think I see anything in that list that is something new or unexpected.
The setting books are where you get the unique monsters and the like, in my experience.
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wayne r
United States
Pennsylvania
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To Bazin: you noted:
Quote: I admittedly, don’t particularly like how superpowers are handled in the core books - the Superpowers Companion reportedly makes this better.
The Explorers’ Edition, while gives you enough to do a lot, there are some areas that could be improved (ie, giving a small sampling of races).
I think with any generic system, it only does most things adequately. With Savage Worlds, it's strong suit is pulp/heroic level gaming, it's weakness is supers and martial arts. all others, it does OK. Not great but not bad either. One thing to note though is that I'm constantly surprised how some publishers are able to tweak the rules to make their settings awesome. For example, the core rules for supers is subpar but Necessary Evil made some major improvements on how supers are handled. It's still not as good as rpgs that are specifically made for supers type gaming but Clint made playing supers in SW more viable.
There was some things that were cut from the Explorer's ed but whatever they cut, they put it on their website for free (such as additional races).
Stainlesssteelrat wrote:
Quote: One, with raises, there's a weird situation where a d6 has a better chance of getting 1 raise than a d8 due to an exploding dice mechanic. Is this still in place?
Two, stunts, I remember there being an option to pull stuff off to get bonuses to rolls, which was necessary to beat a toughness rating and get a shaken status on certain enemies. Is this still pretty much the only way of beating really tough enemies, or are there a few other options too?
I think what some consider off putting or weird is its strength to others. The raise mechanics never bothered me and coming from Classic Deadlands, I loved that part. It never interfered with my enjoyment but I guess it would bother those who feel it necessary to calculate the probability before they attempt to do a particular action.
One thing I didn't like about SW (and what many others love about SW) is it's reliance on stunts and tricks to put down an enemy. This hasn't changed in any iteration of SW that I know of.
Cosine wrote:
Quote: I've really enjoyed the Explorer's Edition and considered repeatedly the idea of running a game using this system. But my problem is always that I just don't know how to build encounters. Is there any source of mechanical advice on how to build encounters? I don't want to just download pre-gen scenarios. I want to know how to build my own. How tough is too tough for monsters?
Clint wrote up a short explanation about how to determine the right challenge for your party. You will have to go to the Pinnacle site for someone to point you to that thread.
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Josh Bazin
Canada Edmonton Alberta
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Oniowon, thanks for your input.
You're quite right. The setting books (at least, the ones I've read) do a great job of tightening up the rules to fit the setting.
As for the challenge determination, I think this thread: PEG Forum Link is the one you mean, and is quite helpful!
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Speaking of the setting books, how many of them fit the pocket size of the explorer's edition? So far I'm only aware of Necessary Evil, while all the other ones seem to be full sized. I find that rather annoying, as I like everything the same size.
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SJ Benoist
United States Saint Charles Missouri
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Pinnacle licenses their game, so the books are going to be published in different formats by different publishers.
Pinnacle themselves seem to print in a normal format for stand-alone settings (like Deadlands & Solomon Kane, etc.), while using the "digest" size for the post-Explorer Edition supplements (Necessary Evil, Fantasy Companion, Supers Companion).
Triple Ace/ Cubicle 7 prints their adventure compilation books in the digest size.
Also, I'm not sure if it was mentioned earlier or not, but Pinnacle makes a lot of material available for free via the internet.
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Josh Bazin
Canada Edmonton Alberta
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stainlesssteelrat wrote: Speaking of the setting books, how many of them fit the pocket size of the explorer's edition? So far I'm only aware of Necessary Evil, while all the other ones seem to be full sized. I find that rather annoying, as I like everything the same size.
The books that are getting the "Explorer's Edition" treatment have been the companions and any settings that are being re-released (Necessary Evil has been released, 50 Fathoms is slated for this year) are in this format. The first run and flagship products (Deadlands, Solomon Kane, Space 1889, for example) are in the full-size format. The Savage Worlds Deluxe Edition will be full size as well.
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Josh Bazin
Canada Edmonton Alberta
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This being the last day of pinned status, I wanted to say thanks to everyone for their questions about Savage Worlds. I'll be more than happy to talk about the system once the thread is unpinned, so feel free to come back to this thread in the future.
I also wanted to thank the 'Geek for the opportunity to tell everyone about my favorite system. I hope fellow Savages felt I did it justice, and that I've convinced some people to check it out. Thanks to everyone who also provided input and perspectives, it was appreciated!
So, on my last day, I have a question for all of you: Have I convinced anyone to give the system a try?
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Bazin wrote: stainlesssteelrat wrote: Speaking of the setting books, how many of them fit the pocket size of the explorer's edition? So far I'm only aware of Necessary Evil, while all the other ones seem to be full sized. I find that rather annoying, as I like everything the same size. The books that are getting the "Explorer's Edition" treatment have been the companions and any settings that are being re-released (Necessary Evil has been released, 50 Fathoms is slated for this year) are in this format. The first run and flagship products (Deadlands, Solomon Kane, Space 1889, for example) are in the full-size format. The Savage Worlds Deluxe Edition will be full size as well.
I'm happy to hear about that. I had 50 Fathoms before, never used it so sold it, but given Savage Worlds' popularity, I think getting Explorer Edition and 50 Fathoms EE again might be worth it.
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Josh Bazin
Canada Edmonton Alberta
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I've read rumblings of a potential release of Rippers in the EE format, which would probably prompt me to buy it again as well.
The thing I like about the EE format is that the books are only about $20, whereas the full-size are $40. Some settings, I'm willing to pay the premium, others I just want as reference, so cheaper is better.
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Aaron Tubb
United States Fuquay Varina North Carolina
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I found out about Savage Worlds on here a few months ago and bought it the next time I visited the game store. It seems to have pretty much everything I want in an RPG system:
-focus on being fast, furious, fun -simple character progression that isn't class-based -I get to use all my cool dice (except for my d20s I guess) -simple magic/powers rules that are super easy to understand and use -little to no bookkeeping -focus on pulp, but can be applied to any setting -core rulebook is $10! -not pimarily focused on combat
The other two RPGs I have a lot of experience with are D&D and WEG's Star Wars. While the class-based progression and combat focus of D&D and other d20 games make sense for a fantasy dungeon crawl, it is too restrictive and out of place in other settings. And while I love Star Wars and the d6 system, I missed using my other cool dice, and the rules for the force were way too fiddly for anyone but veteran d6 players. Savage Worlds will definitely be the RPG I run next (if I ever do run one again). I adore it, though I haven't been able to play it.
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Aaron Tubb
United States Fuquay Varina North Carolina
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There's also a ton of Savage Worlds related content available online. Check this site out; it has a ton of fanmade variants. Some of them (like some of the D&D conversions) are nearly as detailed as you would expect an official sourcebook to be!
Just sharing my thoughts on the powers/magic system: while I really appreciate the simplicity, I would add in a number of powers that cost 0 power points that spellcasters can start with in addition to their normal powers. (e.g. cantrips for mages, simple telekinesis for psionics/jedi)
And if you don't like power points, you can use the spell casting rules from Savage Worlds: Showdown!. In Showdown!, spellcasters don't have power points, and the point cost of casting a spell is basically a difficulty modifier to the casting roll. If you fail your roll, you are shaken (or possibly wounded) from magical feedback/mana burn. I like the idea because it has even less bookkeeping, and seems more "realistic" (whatever that means when talking about casting magic spells!).
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Josh Bazin
Canada Edmonton Alberta
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I was poking about the Pinnacle forum and discovered that there are Explorers Editions of
Evernight (fantasy, world is covered in permanent darkness) Deadlands Reloaded 50 Fathoms (pirates, some magic)
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SJ Benoist
United States Saint Charles Missouri
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Bazin wrote: I was poking about the Pinnacle forum and discovered that there are Explorers Editions of
Evernight (fantasy, world is covered in permanent darkness) Deadlands Reloaded 50 Fathoms (pirates, some magic)
You mean there are future editions of these planned, right?
Some of the stuff mentioned on the forums takes years to show up. They've been talking about 50 Fathoms and Evernight since at least 2009.
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Josh Bazin
Canada Edmonton Alberta
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Yes, I meant planned. That's what I get for not reading my post before submitting.
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SJ Benoist
United States Saint Charles Missouri
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OK, I thought I missed some releases there!
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Josh Bazin
Canada Edmonton Alberta
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The thread I read implied that 50F should be out this summer, and the other ones I mentioned were in 'development'. So who knows when it they'll actually come out.
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wayne r
United States
Pennsylvania
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Since PEG is doing an ultimate version of Savage Worlds, I don't think we will see an explorer's ed of those with the exception of 50F (meaning the same size as SWex).
I'm just glad that PEG will go back to the standard book size format with the next reprint of SW.
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Josh Bazin
Canada Edmonton Alberta
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oninowon wrote: Since PEG is doing an ultimate version of Savage Worlds, I don't think we will see an explorer's ed of those with the exception of 50F (meaning the same size as SWex).
I'm just glad that PEG will go back to the standard book size format with the next reprint of SW.
From what I've gathered (which, may be untrue) is that the Deluxe edition rule massages will go into an revised Explorers Edition in the future.
The EE seems to be popular, and it's cheap - it's a gateway drug...the first hit is nearly free.
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SJ Benoist
United States Saint Charles Missouri
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I actually like the Explorer Edition format and size, and would rather them keep it than return to the "standard" size printings..
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Josh Bazin
Canada Edmonton Alberta
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SJBenoist wrote: I actually like the Explorer Edition format and size, and would rather them keep it than return to the "standard" size printings..
I like the EE format as well. Nice and portable.
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For sure, I was highly disappointed that Heroes of Shadow wasn't in the trade paperback format.
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Keith Sletten
Canada
AB
At least, I used to kill dragons. But then I took an arrow to the knee.
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SWD is indeed getting an EE treatment when the hardcover sells out.
I picked up the Deluxe pdf this weekend. Well put together, improved art. I look forward to using this system for my Mass Effect game (I was hoping Green Ronin would pick up the ball there, but no go so far).
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neil sorenson
United States Sterling Virginia
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Savage Worlds is a great little system but the BIGGEST reason to pick up a copy of it is so that you can play LOW LIFE -- possibly THE swankiest rpg setting known...
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neil sorenson
United States Sterling Virginia
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stainlesssteelrat wrote: What changes or worthwhile additions do the Fantasy and Supers companions bring?
I don't have the Supers companion but I understand that it is mostly content from the Necessary Evil (supervillain) setting - the fantasy companion does a fine job of bringing in a lot of materials to pad out the basics that you'd need to play a faux D&D style rpg campaign - gear, monsters, spells, new edges and hindrances, races, etc... it's good stuff.
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Josh Bazin
Canada Edmonton Alberta
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kakupacal wrote: stainlesssteelrat wrote: What changes or worthwhile additions do the Fantasy and Supers companions bring? I don't have the Supers companion but I understand that it is mostly content from the Necessary Evil (supervillain) setting.
I've heard something completely different, actually.
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