• Wogi@lemmy.world
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    1 year ago

    Oh boy does it make battles feel more epic.

    Savage worlds does a lot to help with that, honestly. The cards at the start of each session help shake every game up too.

    • Seeker of Carcosa@feddit.uk
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      1 year ago

      I’m really singing its praises here, but I really love the classless edge system of Savage Worlds. I’ve never come up against the problem I have with other RPGs where I have to force the mechanics to fit my concept. Want a plate armoured wizard? 2 edges, playable as a beginner character.

      • jjjalljs@ttrpg.network
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        1 year ago

        That sounds neat. I am so completely bone tired of the “my character comes online at 6th level” dndism. It doesn’t have to be that way! You can have fun now, not in six months!

        • Seeker of Carcosa@feddit.uk
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          1 year ago

          Please give it a spin if you haven’t already. Game mechanics need not be constrained to die roll plus modifier. Probably my favourite mechanic is that your level of aptitude in a skill is repesented by the size of die you roll. Also, Savage worlds were doing rerolls for good roleplay in the form of bennies for a few years before D&D dreamed up advantage and inspiration.

          • jjjalljs@ttrpg.network
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            1 year ago

            It’s been recommended to me a bunch. It’s on my list, but after Fate. I really want to have a solid game of Fate, but unfortunately I am not yet a grandmaster of Time.

            • acockworkorange@mander.xyz
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              1 year ago

              I’ve played and briefly GM’d both. They share a lot of stuff while feeling completely different. Savage Worlds is wild and unpredictable, with some narrative control in the hands of the players. FATE is a lot more predictable, with a strongly centered bell curve on rolls and higher narrative control with the players. I love both for different reasons.