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23:40, 24th April 2024 (GMT+0)

General Chat II.

Posted by Cripple XFor group 0
GreenTongue
player, 87 posts
Wed 6 Dec 2017
at 12:05
  • msg #191

Re: Savage Worlds

I meant the Incapacitation table.
Seemed to be something that should be more setting rule that core rule to me.
While Savage Worlds has a default "Pulp" feel, it doesn't have to.
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Samus Aran
player, 19 posts
Thu 14 Dec 2017
at 20:15
  • msg #192

Re: Savage Worlds

Anyone have Primeval Thule? Is it any good? And most importantly, are you doing a game with it?
bashful_batrean
player, 47 posts
Thu 14 Dec 2017
at 20:23
  • msg #193

Re: Savage Worlds

In reply to Samus Aran (msg # 192):

I've only briefly skimmed it, so obviously haven't used it in a game yet.  It's been a few months since I've looked at it.   Was there something specific you were wondering about, or just a general feel?
Samus Aran
player, 20 posts
Thu 14 Dec 2017
at 20:56
  • msg #194

Re: Savage Worlds

Yes to both, really. I'm curious what it's like (since I never played it in the other games). Especially the Elves, the settings, everything. I'd love to make a character. Can you have sorcery?
bashful_batrean
player, 48 posts
Thu 14 Dec 2017
at 21:17
  • msg #195

Re: Savage Worlds

Elves are a subset of High Elves but their kingdoms have mostly fallen to decadent ruins long past - mechanically they work as Elves from Savage Worlds Deluxe.

Yes, you can be a Sorcerer, but it is defined as a dark path since the practitioner must change themselves in order to access the innate powers.  The book uses the SWDX variant instead of the Fantasy Companion Sorcerer, although the definition/description is the same as the D&D/Pathfinder versions and would work well with the Fantasy Companion interpretation.  Sorcerers may select Soul Drain Edge, but not Wizard Edge.

(There are also Warlocks & Wizards which work a bit differently flavor-wise and all have specific Power lists.)

That's just from skimming the SW Primeval Thule Campaign Setting.

Overall, the setting looks interesting - you can get a brief overview in the free PDF:
http://drivethrurpg.com/produc...ule&test_epoch=0
GreenTongue
player, 88 posts
Fri 15 Dec 2017
at 11:57
  • msg #196

Re: Savage Worlds

Would the new Resource Management supplement make a good game by itself?
How fun is playing in a domain level game?
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Samus Aran
player, 21 posts
Fri 15 Dec 2017
at 12:24
  • msg #197

Re: Savage Worlds

I've been wanting to try out different domain-management style games. Which supplement are you referring to? I'd like to check that out and Thule if anyone is interested.
GreenTongue
player, 89 posts
Fri 15 Dec 2017
at 18:15
  • msg #198

Re: Savage Worlds

In reply to Samus Aran (msg # 197):

I'm talking about the new Hellfrost Resource Management 2 supplement that was just released.

I ran a domain level game on this site for about a year using An Echo Resounding.
It worked ok for resources and growth but the rules are actually for player characters and not  domain verses domain. I make a bunch of house rules and everything but mass battles worked.

If you are interested ...
link to another game

Haven't had time to really dig into the HRM2 yet.
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Samus Aran
player, 22 posts
Fri 15 Dec 2017
at 21:23
  • msg #199

Re: Savage Worlds

I'll check that out!

So how does the Resource Management ruleset compare to, say, the survivor settlement stuff in Broken Earth?
GreenTongue
player, 90 posts
Fri 15 Dec 2017
at 23:32
  • msg #200

Re: Savage Worlds

In reply to Samus Aran (msg # 199):

Never looked at Broken Earth so someone else will have to compare.
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GreenTongue
player, 91 posts
Thu 21 Dec 2017
at 17:22
  • msg #201

Re: Savage Worlds

HRM2 has quite a dependency on Hellfrost.
Not so as it wouldn't work in another setting just that all the details are specific.
You would need to rework all the details for a different setting.

Looks like it will be nice for grounding a party at a location.
Should provide more than just random missions for players to do.
=
Samus Aran
player, 23 posts
Thu 21 Dec 2017
at 20:50
  • msg #202

Re: Savage Worlds

What all does it do?
GreenTongue
player, 92 posts
Wed 3 Jan 2018
at 18:40
  • msg #203

Re: Savage Worlds

I posted a summary here.
link to another game

Is there a Hellfrost topic header here? If so, I missed it.

Could one be added?
Thruxus
player, 1 post
Sat 3 Feb 2018
at 16:52
  • msg #204

Re: Savage Worlds

I've tried searching and I am most likely just missing it, but has someone found a easy or quick way to roll dice using RPOL for Savage Worlds, that explode?
Nintaku
player, 43 posts
Sat 3 Feb 2018
at 16:58
  • msg #205

Re: Savage Worlds

Yep! In the "Optionally" section, click "Reroll Max" and "Record Each Die". It likes to add 'em all up rather than finding the highest rolling exploding die, so you'll have to do the math yourself after you roll something like 1d8,1d6. Unfortunately there doesn't seem to be a Savage Worlds option in the die roller's system list. Pretty weird, but maybe because you look at the dice separately.
Strickland5
GM, 232 posts
I'm in a few games
Sat 3 Feb 2018
at 17:01
  • msg #206

Re: Savage Worlds

Reroll max works fine

08:59, Today: Strickland5 rolled 17,2 using d12,d6, rerolling max with rolls of (12+5)17,2.  Test .
Jeffrywith1e
player, 8 posts
geek dad
Mon 28 May 2018
at 21:07
  • msg #207

Re: Savage Worlds

Sounds like there will be a new kickstarter for a new edition of the Savage Worlds core rules. Lately known as Savage Worlds Black.

https://www.youtube.com/watch?v=BUI3BQuCMfE
bashful_batrean
player, 49 posts
Tue 29 May 2018
at 00:44
  • msg #208

Re: Savage Worlds

Yep - as well as updated versions of Fantasy Companion & Horror Companion.  The original projection was mid-late summer/early fall but would depend on other releases and general Kickstarter traffic for the time (per interview with Shane that might've been prior to the Dec 2017 GM's Table/Let's Run Savage Worlds episode you linked, or sometime afterwards in Jan/Feb.

I want to say it was on the Fantasy Grounds interview, but I might be mistaken.
swimdoll
player, 1 post
Mon 9 Jul 2018
at 16:51
  • msg #209

Re: Savage Worlds

so few Savage Worlds games wanting players!
GreenTongue
player, 97 posts
Mon 9 Jul 2018
at 21:48
  • msg #210

Re: Savage Worlds

Is that a good problem or a bad problem?
swimdoll
player, 2 posts
Mon 9 Jul 2018
at 21:59
  • msg #211

Re: Savage Worlds

It's a terrible one! :P
bashful_batrean
player, 50 posts
Mon 9 Jul 2018
at 22:02
  • msg #212

Re: Savage Worlds

Then start up a game & look for players!  ^_^    sadly, mine's on hold at the moment due to some IRL issues...
swimdoll
player, 3 posts
Mon 9 Jul 2018
at 22:46
  • msg #213

Re: Savage Worlds

I put A LOT of time into campaigns I run, the research and the narrative. I just don't have the time to give it that I feel would keep the players interested and having fun.
shady joker
player, 185 posts
Tue 10 Jul 2018
at 12:19
  • msg #214

Re: Savage Worlds

I played and ran  Savage Flash Gordon which uses Savage Worlds Black rules. I loved it. It is so much easier. I'd urge people to buy SW Black if they have no interest in FG.
bashful_batrean
player, 51 posts
Tue 10 Jul 2018
at 13:34
  • msg #215

Re: Savage Worlds

The updates in FG might not be Black Core, especially since the changes are specifically listed in "Setting Rules" chapter of FG and are called out as 'changes to Core to fit the feel of the setting'.

That said, I haven't heard/seen anything specifically on the forums or from Clint or Shane that confirms/denies it being a global change.  Best thing to do is wait for it to come out and give it a shot.
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