this post was submitted on 16 Aug 2023
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[–] [email protected] 14 points 1 year ago (1 children)

Savage Worlds does this right with wounds. Anything under a great success leaves the character shaken, so that they must save of lose their turn. Every wound is a cumulative -1 on all rolls. 4 wounds and you’re out of the fight.

[–] Wogi 10 points 1 year ago (1 children)

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.

[–] [email protected] 11 points 1 year ago (2 children)

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.

[–] Wogi 7 points 1 year ago (1 children)

I also love the trappings mechanic.

You want your spells to look like a dude's just throwing cards extremely hard? That's just how you work baby.

[–] [email protected] 3 points 1 year ago (1 children)

I also love playing a Huckster in Deadlands. The poker hand mechanic to essentially perform wild magic is ridiculously evocative.

[–] Wogi 4 points 1 year ago

Until you run out of bennies. I always ran out of bennies.

[–] [email protected] 6 points 1 year ago (1 children)

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!

[–] [email protected] 6 points 1 year ago (1 children)

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.

[–] [email protected] 5 points 1 year ago (1 children)

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.

[–] [email protected] 3 points 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.