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  #61 (permalink)  
Old February 22nd, 2008
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But I think WOTC's experiment "One System To Rule Them All" will have a lasting impact on the expectations of the market.

There has never been a better time for a universal system. I hope its along the lines of the GPL or the creative commons.


ST
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  #62 (permalink)  
Old February 22nd, 2008
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When I look at the discussions in the forums over here, the words used most
often when writing about potential new systems are "generic" and "simple".
One system that has made a great impact on the discussion seems to be "Sa-
vage Worlds" (which I do not really know), and many would-be game desig-
ners mention it as a good example for an approach to new systems.
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  #63 (permalink)  
Old February 22nd, 2008
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There is a free Test Drive version of Savage Worlds. You can download it from here:

http://www.peginc.com/Games/SavageWo.../TestDrive.pdf
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  #64 (permalink)  
Old February 22nd, 2008
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Quote:
Originally Posted by Saving Throw View Post
But I think WOTC's experiment "One System To Rule Them All" will have a lasting impact on the expectations of the market.

ST
I don't think it is really WotC "experiment" but really just the end result of what TSR had for years. Where TSR messed up was that they protected thier property (D&D) to the point where it was starting to cost them thier market dominance. A lot of compnaies thet were producing D&D related stuff ended up designing thier on systems, most of which were superior, since they had the benefit of seeing D&D mistakes,

Ny opening up the system to 3rd patiry companies, WotC kept the D&D game system in the #1 spot.
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  #65 (permalink)  
Old February 22nd, 2008
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Quote:
Originally Posted by rust View Post
When I look at the discussions in the forums over here, the words used most
often when writing about potential new systems are "generic" and "simple".
One system that has made a great impact on the discussion seems to be "Sa-
vage Worlds" (which I do not really know), and many would-be game desig-
ners mention it as a good example for an approach to new systems.
Yeah, I wonder about that, too. There have been many "simple" RPGs in the past, and most of them were too simple to support a campaign. There is always a trade off, and the trade off for options and flexibility is usually some complexity.
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  #66 (permalink)  
Old February 22nd, 2008
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Savage worlds is an interesting system. Truthfully, I don't really like it but I find the structure interesting.

Over generalizing and stressing what _I_ find interesting:

Better abilities use higher die up to d12. An Ogre might swing a d12 - a wizard or child d4.

Combat is a challenge situation. (My Fighting Roll against your defense rolls)

Fighting skill roll vs Parry - Do I hit you.
Damage total vs. Toughness (Con & Armor) - Do I penetrate your armor.

Levels are broken up into categories Novice, ...., ...., to Legendary and subdivided at 5exp increments. Guidelines say each session is between 1 and 3 exp. So every other session you go up a small level and get a type of improvement allowed to your category. DM sets the exp return level.

For most rolls heroes roll a second 'wild die' (Almost always a D6) this generates your skill roll and your wild die roll. You take the higher number.

Dice 'explode' ie... if you get the highest number on the die you roll it again until you don't roll the highest, and then add them.

So A physically weak player mage swinging a str appropriate weapon (eg a knife) makes an attack. He likely has a physical fighting attack ability of D4 so he rolls a D4 and a d6. His opponent has a Parry of 7.

If he rolls at the top of either die he rolls them again and takes the total. D4's need only 1in4 to roll again.

So he rolls: 4,4,4,2 and 5. He keeps the D4 roll (and thanks his stars) 14 hits a parry of 7. Its actually more than 4 above the 7 so he gets an extra d6 damage.
His Dagger does (Str+D4) damage. so he rolls 2d4 for the weapon and 1d6 for his excellent attack roll.

2d4 = 3,2 - the dagger
1d6 = 4 - the bonus damage
3+2+4= 9 total attack damage


His opponent has a Constitution of 6 and leather armor.
Con/2 +1 for armor = 4
This is subtracted from the damage attack leaving 5 penetrating damage.
The opponent is allowed a toughness roll to overcome the damage. He must roll over the total damage with his con die.

d6 = 5 - no luck

Opponent takes 5 damage. 1damage is stunned 2 damage is wounded 3 damage is mortally wounded.

5 damage - he's dead.


Sigurd - guess that's long but I think its right.
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  #67 (permalink)  
Old February 22nd, 2008
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Yes, this is a very interesting system. The main criticism I have heard about
it is that Savage Worlds is something like a "dice producers' conspiracy to
sell more dice", because you seem to need a small bucket full of dice to play
the game.
The trend in the discussions I did read goes towards one sort of dice only,
usually D6 or D%.
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  #68 (permalink)  
Old February 22nd, 2008
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Quote:
Originally Posted by Atgxtg View Post

Ny opening up the system to 3rd patiry companies, WotC kept the D&D game system in the #1 spot.
Yes, I absolutely agree. This was the brightest business decision in the RPG industry in years, and it's impact will last years to come. WotC was brillant in creating the open license concept. It was truely an innovative business decision, which has revitalized Dungeons & Dragons and insured its position as the number RPG again.
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  #69 (permalink)  
Old February 22nd, 2008
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My criticisms of Savage Worlds are not all fair.

1) I don't like point buy systems - some people do. New chars can be identical and you don't have enough variation for my tastes.

* I should note this approach works very well for "types" lots of soldiers, squads etc... I can understand its appeal for that.

2) I don't feel that you build a very unique character. Your choices are pretty clear but they seem generic to me.


- saving throw
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  #70 (permalink)  
Old February 29th, 2008
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The HERO system is expecting a big shot in the arm with the new superhero MMORPG in the works.
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