Deck-o'-cards in Savage Worlds
Our GM is a mad Harn-fiend and a keen rules-tinkerer. We're currently playing a game set (intrenched?) in Harn but using the new Savage Worlds rules. It's really sped up the combat resolution and general play - we've whipped through a chapter a week lately, and squeezing in sometimes two combat sequences in a single session (we began the game using a hybrid combat system drawn from Harn (2nd ed. I think) and Maelstrom.
I like the card-draw system for sorting initiative in combat. It means that the dedicated fighters or superior opponents don't always get the first attack in, and the joker rule adds an extra degree of randomness to the mix. And it keeps everyone engaged. I don't think it would work as a drop-in for just any set of rules, but it does fit the "fast-furious-fun" ethos of SW.
JD
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