My group just switched over to pic related, how is it? Seems pretty simple at first glance, does it suffer from balance issues?
Savage worlds
>incoming pasta
All roleplaying games do. If they don't, it's probably not a roleplaying game.
Guns/shooting is way overpowered compared to melee combat.
Melee combat is opposed, which means you need to roll higher than the defender... but ranged combat, you just need to roll a hit.
That's my experience with it anyway- and I played it a lot- at least ran a campaign for over a year.
Well yeah, but to what extent is me question.
Well damn, our game does use guns, and I'm a melee guy. Our previous homebrew system had a similar problem, so at least I'm used to it. How's the magic, similarly OP or is it bearable?
I played it once with some friends. It's fun, but like said, shooting is much better than melee.
Very short list of available traits for a generic game.
Little mechanical differentiation between characters.
Skill list makes it weirdly difficult to make characters who are competent in areas other than combat (every vehicle type and 'knowledge' needs it's own skill, but all combat is handled by just two skills).
Only supports a fairly specific style of play.
Low detail (but with stuff like counting your ammunition still needed).
Dice mechanic is alarmingly prone to swing between failure and overwhelming success.
Plenty of did-not-do-the-research stupidity (warhammers more effective against rigid armour, armour-piercing katanas, 1930 medicine just as useless as medieval, but huge improvements in the late 20th century...)
Playing it with non-gamers is fucking awful. The dice mechanic is difficult to explain to them and watching them hunt through their dice trying to figure out which one is the D8 is painful.
That said, it is quick and uncluttered system which works OK once people have got the hang of the rules.
>Melee combat is opposed, which means you need to roll higher than the defender... but ranged combat, you just need to roll a hit.
Melee combat is only 'opposed' in that you have parry scores and you need to roll over your target's parry. There's no active defence roll.
Parry is 2 + (half your fighting dice maximum) though, so it scales pretty close to the combatant's power level. Ranged combat, by contrast is against a fixed number for a given range and amount of cover. That means high-skill gunfights are way more lethal and dependent on getting the first hit than high-skill melee.
>being this autistic
I'm pretty sure one of the devs said katanas were expressly action-movie katanas and you should just use regular sword stats if you're that bootybothered about muh realisms
>playing it with non-gamers
Maybe you're just shit at explaining it?
>hunt through their dice trying to figure out which one is the D8
Oh wait, you're playing with literal retards, I get it
I've had some good fun playing it.
But the rules come from a miniature skirmish game and it shows.