In reply to illina (msg # 144):
I respectfully submit a dissenting opinion. Or in other words:
https://www.youtube.com/watch?v=pWdd6_ZxX8c
(Sorry I just have to sneak a Big Lebowski reference in when I can.)
Standard SW has a very flat power curve. That's not a criticism, it's actually a feature of the system I like. Characters eventually get very, very good at their core competencies, have a few other bells and whistles that are viable (not great but viable) when their core competencies are useless, but they never ascend to the kind of personal power most d20 system characters will. The d6 fighting and shooting bandit never stops being a credible threat. For a lot of games like a grittier feeling fantasy game or Deadlands, that's perfect.
That is however wholly inadequate for Rifts. Rifts is all about power and discrepancies in power and differences in different kinds of power, it is both the mechanical feel of the original rules and a strong theme in the setting. This is a world where it sucks to be a squishy meatbag of a pitiful human, which is why the powers that be have arisen and it creates the politics of the setting.
Any setting, be it Shaintar or Necessary Evil or just generic supers or Rifts, that wants to capture that feeling of the player characters are somehow just physically superior to most of the other characters in the world is going to have to bolt on a lot of rules to make that happen. And imho that's what's cool about SW is you can hack it and bolt stuff onto it and the core system still works. Indeed I would suggest you could almost have taken the Super Powers Companion, come up with a variety of 30 or 40 point "packages" and said "This one's the cyborg, this one's the crazy..." and turned them into the templates and it'd be no less complex.
Savage Rifts takes on not only that challenge of expanding the system to create a power differential in the mechanics that also exists in the lore, but also tries to integrate the more modern design notion that there ought to be some kind of parity between the different character options. That is extremely challenging; how to make the Vagabond feel like he or she narratively and mechanically matters just as much as the Hatchling is not easy.
It's not perfect by any means but imho Sean Patrick Fannon did an amazing job parsing out just enough of the essence of the original while still keeping it Savage. Rifts is just a beast of a game (imho to the point it's mechanically incoherent) and it can only be distilled so much until you completely lose the feel of it, so the end product was always going to be a bit dense.
YMMV, not every game has to please everybody and there's plenty of choices if you don't like a particular game and I still <3 you if you don't like the same games I do etc., hardcore fans of the classic system will still hate this version, batteries not included etc.
Also the charts themselves are a bit odd, I understand why they included them because classic Rifts has a lot of charts too, but there's already people house ruling or fudging the chart rolls and I think I remember SPF himself commented somewhere GMs should run the game and the setting as they see it (paraphrasing what he said based on imperfect memories, can't even remember where I saw it).