What does Veeky Forums think about Savage Worlds...

What does Veeky Forums think about Savage Worlds? I'm looking for a good generic system that doesn't require calculating square roots, reward players for writing down the most broadly applicable "aspects" they can think of or need twenty pages to explain its bizarre and convoluted dice mechanics. Could this be what I seek?

I don't have much experience with it, but it seems pretty cool.

It's ok. I don't like how skills improve by raising the die type (TL;DR, probabilities can get counterintuitive), and there's a fair of third party material that is utter garbage.

If I'm going to be doing a lot of homebrewing in a system, I want the core mechanics to have very transparent, intuitive probabilities. Character creation often results in a lot of shopping around. Either the players know the system really well, or the GM has to hold their hand through character creation.

Game Balance is a joke. This applies to most systems, but even more so for Savage worlds, because the wild die and how often explosions actually occur tend to make it so one side blows the other completely out of the water.
Would recommend limiting the number of times the die explodes based on EXP.
Although, Having been a long-time fan of Savage Worlds, my new favorite generic system is Genesys, which handles things with more detail and relative balance, but has a more limited power scale compared to Savage Worlds. You also have to get around the specialized dice hurdle as well, so...

It's fun. I mean that literally, Fun. It's not an accurate/realistic combat simulator. Good for games with a little pulp action flavour to them.

System choice is all about tone. If you want something serious and lowkey, don't pick Savage Worlds. If you want to every now and then have something crazy happen in a clutch moment, this is the system for you.

I like it because its a simple system. Its not something that gets anal about complicated systems. Its about keeping things moving and keeping the rules light.

Its not good if you want a detailed combat simulator, but its fun if you want something that's easy to use.

Savage Worlds is good for the reasons that people said its good in this thread, but for what you specifically want, you may want to look into FATE instead.

>I'm looking for a good generic system that reward players for writing down the most broadly applicable "aspects" they can think of
It also spends excessive numbers of pages explaining it's convoluted-yet-shallow mechanics, although I guess the dice are straightforward

Im not a fan of their setting authors or their settings in general, but if your going to home brew a setting its fine
Id say the quickest system to make work for any home brew is tri-stat .
The thing I dislike the most is the "bennys", also their cards that basicly make sonething in the game happen, like force an enemy to befriend them mysteriously find a magic weapon or gain some plot armor. You would have to a pretty shitty gm to need these cards let alone allowvthem in the setting that was a dungeon crawl for combat only sake.

>also their cards that basicly make sonething in the game happen, like force an enemy to befriend them mysteriously find a magic weapon or gain some plot armor
You mean the adventure deck? I guess you're not wrong, and I've never heard of anyone actually USING it, though honestly right now I'm a little intrigued to use it.

I'm fresh player in SavageW game and bennies are honestly pretty fun, because our DM cleverly turned them into *reroll* and damage soak chance, not the "DUUUH, YOU DO THINGS" and only that.

Adventure deck uses is pretty fun, too, because it may quite turn around the game around during session.

wait what
>our DM cleverly turned them into *reroll* and damage soak chance, not the "DUUUH, YOU DO THINGS" and only that
but that's literally what they are, they are RAW reroll and soak, and not "you do things" tokens

My problem with Bennies is the thing where you have a chance to get extra xp for having unused ones remaining at the end of the session. Which means that in practice, players will never use them because they'd be trading a permanent resource for a temporary one. Sure, it can be houseruled easily, but the wrongheadedness of it bothers me. These are supposed to be a big part of the game, why would you encourage players not to use them?

wait what
where does it say that in the book, point me to the page because i do not recall ever reading this. Between that and are we even talking the same game?

Have you tried playing with normal people who can limit themselves in their actions for fun of everybody, DM included? Then the cards works beautifully. Also DM say how they work when used.

Yeah, as a GM I think they'd introduce some fun elements, but they'd definitely only work in a REALLY pulpy game with no holds barred, because IIRC some of them are pretty ridiculous like "the character that just died was a clone, the original is still good to go, somehow". Pulling shit like this out of the blue could be fun, but also would remove any semblance of seriousness out of the campaign.

Not him but I do vaguely remember some rule suggesting a bonus for unused Bennies. I never used that rule when running SW though because that's meta-gamy as fuck.

Don't know where these guys are getting the "you do things" tokens idea from. Rules are pretty clear they're just for rerolls and soak.

It's a decent enough system, as long as you firmly establish what equipment is available and what isn't, as the generic tables provided vary wildly in power.

Also remember it's designed for pulp settings, so listen to this user .

File is the trial edition of the rules, it sums up the basics in 8 pages along with some sample edges/hindrances and equipment. Give it a try with a one-shot, if it seems fun grab the full rules off the pdf thread.

Fate actually feels a lot like SW, when you're doing it right. Still, SW fits all you said.

The dice math is pretty shit since higher, 'better' die types have lower odds to explode. You end up running into shit mooks that roll crazy high explosions while the specialist with a d12 never hits it. d8 is the sweet spot.

That's mainly theory shit though. If you pace bads with the players and expect the random lucky death shot, you won't have much real trouble. If shit really goes sideways, bennies are the patch on the bad math.

come to think of it, getting XP for unused bennies might've been a thing in Deadlands, though I havent read too hard into the setting book yet

The average of higher dices are, surprise, higher. I mean, I don't think the original design ever actually cared about the exact maths, but literally the only weird thing is that d4s have a slightly higher chance to roll 6 than a d6. That's all.

Page 59 in Core Rulebook Revised.

Also to quote it:
>At the end of each game session, roll 1d6 for every benny you have left over. Each roll of 5 or 6 gives your hero an additional Experience Point.

huh, i'll check it when i come home

I checked the latest iterations of the core rulebook (Deluxe Edition and Deluxe Explorer's Edition) and all I found were vehicle and gear lists. Your book may be outdated, they removed gaining XP for leftover bennies a while ago.

It's a solid, middle of the road system. There's issues, but they're mostly solvable. Piss-easy to homebrew for. It's not as light as it pretends to be, but that's sort of to its advantage. Sometimes it's nice to have things like stealth mechanics and combat maneuvers, instead of having to make it all up as you go along (which is part why I lost interest in FATE). A new edition is coming out sometime soon, which is expected to fix some of the major issues

>Fate actually feels a lot like SW, when you're doing it right.
No one who says this has played either
>d8 is the sweet spot.
This is objectively wrong

This system sucks so much I have to bump the thread about it from page 10. Pretty much nobody plays this game anymore. I did, for a few years, before realizing it was complete trash. The same minmaxing pointbuy garbage that every other "generic" RPG out there has. The stupid weapon rules based entirely on memes (like a katana having the same armor piercing as a rifle, or shotguns / 3 round burst basically autohitting). On the subject of the latter, a lot of savage worlds fans think this is okay because it's "pulp". And the game doesn't have to be realistic. Well, no, it doesnt, but it does have to be balanced and fun. Shotguns and three round burst are neither. The game is also riddled with trap options, and despite having something like 200 edges there are only a handful adequate for starting characters, which end up pretty much the same after a while.

You people are still idiots. It doesn't matter if the smaller dice explode more often. They still end up with a lower expected value than the larger dice. This is basic fucking math you should have learned in high school. The only legitimate issue is with d4s due to the fact that the things don't fucking roll and it's easy to drop them and get like six 4s in a row. Exploding dice are cancer but due to the stupid step dice system, savage worlds cannot function without them. Realizing this is when you begin to see how the system is broken to the core. A d10 or d20 core mechanic would be better, at which point you add the die to it. Instead of this stupid "wild die" crap. Which makes exploding dice twice as likely by the way. Oh and if you like good combat, savage worlds take a shot on that. Either you fight mooks and beast them (the only type of combat you can enjoy in this game) or you have fun qiaitjng for someone a dice to explode enough to beat 15 toughness ,and if you roll a 14 to damage, guess what? You did absolutely fucking nothing. And the cocksuckers who swear by this system say that it's "better" than "slogging through hit points" yet their shitty combat system is based almost entirely on "lol your attack does nothing." Fucking cunts. The called shots rules are basic but adequate and there are a couple combat maneuvers worth using but other than that the game is pretty awful.

You don't know what game balance is. Period.

can this game work for hero academia or hunter x hunter games?

I know it can't work for dragon ball because nothing can and still be fun

Is you use the Superhero Companion, you can run a Hero Aca campaign, sure. Not too sure about HxH, but that mostly comes from me not being familiar with HxH to really make a judgement.

I play weekly and don't care for it. Nothing really stands out as good at all, it just feels like a poor man's GURPS.

I'd like a more "rules light" generic system, but can't say as I'd ever choose Savage Worlds.

What an amazing rebuttal. You sure showed him, user!

okay what about fist of the north star?
does it have decent grappling rules?
any other martial arts series it can handle?

I need to know before I buy

Can't recommend a good generic system, but our group tried SW for a few months and here's my impression of it.

- Mostly not bad.
- Classless system meant everyone ended up being some flavor of spellcaster with maxed out Fighting skill.
- Many instances of Buff Climbhard rolling 3 on a d12 and eating shit, while Skinny McDyel explodes his d4-2 to victory.
- It bugs the shit out of me that a DC of 6 is easier to reach with an exploding d4 than with a d6.
- Combat against difficult opponents drags on and on because most of the party's actions do nothing at all.

Literally one of my three favorite systems. Been running games of it in various settings for the last decade and change, and I'm not tired of it yet. If you want to take a look at it in depth, most of the game is available for free on the company's webpage as the Test Drive Rules.

The grappling rules are meh, but they just introduced a better grappling system in the Flash Gordon setting book that's likely to make it into the new edition of SW that's coming out later this year.

interesting, so i can run ultiomate muscle

I played a 40k campaign in it once with an excellent GM, and had a lot of fun. I like how the rules are a bit more "loose" and simpler than a game like Pathfinder. I might end up using it for a one-off I'm planning.

I like SW in theory. In practice I don't..
The catchphrase "fast furious fun" is a lie. It is relatively quick, but I don't think it understands the meaning of the word "furious". And it isn't a particularily fun system.

How do the new ones differ?

I've found it easier to get people into the system if they've had experience with WoD or Exalted.

You're also more likely to roll an 8 on a d6 than a d8, a 10 on a d8 than a d10, and a 12 on a d10 than a d12. But with each step upwards, the difference gets smaller, and it's never that big to begin with. And most of the time, your target number isn't that high anyway. The issue arises from the number you skip when a die explodes. You can, for instance, never get exactly 4 on a d4, because if you roll a 4, you then reroll and add in that number. This causes the die to jump ahead, and makes it more likely to get the maximum value on the next higher die than the next higher die, itself. The table here shows the probabilities of getting the various numbers, ignoring the wild die (with the wild die, the small advantage of having the next smaller die in those situations is even smaller). Of course, the smaller die is less likely to ace, so there's that to consider as well.

There are a few easy ways to fix the issue. You can only allow dice to explode one time, with a maximum roll on the second (explosion) die indicating a "bust" value of 0. So if you roll 6 and 6 on a d6, you get 6+0=6. Obviously this changes the game a bit, and results in a maximum value of 7 for a d4 (well, 11 based on your wild die). So if you don't like, the slightly-less elegant solution is that a maximum roll on a die equals one-less-than-maximum plus another die roll. So rolling a 6 on a d6 gets you 5 + another roll. Or you could just decide that the difference isn't a big enough deal to worry about, after all, there are certain situations where a person with less skill is favored (a button-mashing utter noob may actually be more dangerous to a middling fighting game player than somebody who has just begun to learn how shit works). And we're talking about small enough differences in probabilities that you'd have to roll a shit load of dice to detect the difference in actual play.

Default target number is 6, right? So even a specialist with a d12 will fail basic tasks almost half the time?

It's 4.
You also get to roll a D4 along separately, increasing your chances further.

>Combat against difficult opponents drags on and on because most of the party's actions do nothing at all.
This. Fights are just a string of nothing until someone kills the big bad. There's not even minor debuffs from wearing down a monster. They just soak hit after hit and if you're one point shy of its toughness then guess what you did fuckall ok now it's the next persons turn.

What a piece of shit.

What about a light Pokemon adaptation, without any of the heavy ingame systems (IV, EV, Natures...)?

Fixing dice probabilities is as simple as making it so exploding dice reduce the result by 1 before being added to the total.

>Character creation often results in a lot of shopping around. Either the players know the system really well, or the GM has to hold their hand through character creation.

It's some of the simplest character creation I've ever seen.

And people said I didn't know what I was talking about when talking about how savage worlds is trash. You people can't even get the basics of the system right.

>what is wild cards having wounds

The system isn't really built for 1 on 1 combat, so I'd personally recommend against it.

That's because it's literally impossible to roll a 6 on an exploding d6

I don't know why they'd add that to the rules, considering the biggest flaw with Classic Deadlands was needing to use fate chips for both game bonuses and xp.

They really need to do something with big bads like lower their toughness by 4 while doubling their wounds.
Of course, if you suggest this on the PEG forums you get met with a round of "Why don't you just play another game?" and "Things should either be healthy, injured, or off the table!"

The worst instance of this is with Rifts Savage Worlds where every fight between normal people and power armor or power armor and robots is completely one-sided.

There's tons of encounters in the plot point campaigns where a wild card monster has some huge toughness bonus due to size and additional rules on top of it.

For instance, the first big fight in the Fifty Fathoms campaign involves a giant gorilla with Toughness 16, with a special ability that makes it immune to Shaken. So you have to roll 20 damage when most players are dealing either 2d6 or Str+d6.

It has fast and fun combat. If that is what you are looking for OP you are set. It has loads of setting books and splats as well.

...

The combat system only really works for a certain type of encounter. (Group of heroes vs. Leader and minions.) The problem is that they keep trying to do hero vs. giant monster encounters in their setting books and they wind up not fun at all due to their insistence on "three wounds maximum" leading to the monsters being basically unkillable until you finally get lucky on the dice roll.