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    File: S2P10023.jpg (214 KB, 900x1384)
    214 KB JPG
    Savage Worlds is generic role playing system that focuses on pulpy action. Unlike most other generic systems that try to be adaptive to several different play styles, Savage Worlds puts its action heavy focus front and center while instead being generic in the sense you can play an action heavy game in pretty much any setting.

    TQ
    Which of the SW companions do you feel give you the most bang for your buck?
    >>
    I like the Fantasy and Sci Fi companions but honestly just pirate them. PEG have been kind of shitty for a while and I am still ass mad that they spent years printing Pathfinder and Rifts for SWADE instead of making the genre companions that people actually wanted.

    SWADE Deadlands is shit though. They absolutely butchered the setting because of current year politics and god forbid a fantastical historical setting not have modern sensibilities.
    >>
    >>98797035
    To be fair RIFTS is pretty popular, having the south lose the Civil War was the least egregious lore change, and SPF is actually superior to regular PF and might convince people to get into SW.

    >>98796941
    Fantasy Companion is better than Savage Pathfinder if fantasy is your jam.
    Sci-Fi expanded an improved vehicle rules to the point I consider a must own if you are going to be having vehicle focus on any way.
    Horror is easy to blend into any other setting.

    So the weakest is Super Powers because you can't really advance it beyond a certain power level. Meaning if you start as street level, you kind of need to stay there because the step above street is pretty dramatically more powerful and it just gets worse the higher you go. This limits what you can do pretty hard with that kind of setup
    >>
    I'm honestly about to make SW my default system even though I don't really love it, just because it has so much support. And better then DnD
    >>
    >>98799402
    SW has its faults, no doubt.
    If your group prefers action heavy stuff the ease at making stuff with it given how braindead easy it is just slot in stats and such for desired enemy creation is a pretty massive benefit from a GM perspective. Couple that with the amount of content from the companions and it gets piss easy to make a setting with the kind of does and tech you want to make just about any cohesive setting.
    >>
    >>98797303
    >Sci-Fi expanded an improved vehicle rules to the point I consider a must own if you are going to be having vehicle focus on any way.

    The SWADE vehicle rules are still missing a ton compared to deluxe which is really annoying when there's nobody else trying to fix it and I'm lazy.
    >>
    Are there any good pirate books I should look into for SWADE? Doesn't have to be completely historical because I intend to do fantasy pirates with magic and a couple races.
    >>
    >>98802253
    There is a Freeport Companion for SW. Don't know if it's using SWADE or Deluxe though.
    >>
    >>98797035
    >SWADE Deadlands is shit though.
    Nope, new version is 100 percent better, way less shitty 90s metaplot.
    >>
    >>98799856
    Personally like SWADE vehicle stuff because having to juggle three different stats and fuck huge table space doesn't offer much in terms of making the game interesting. Boiling that shit down to one skill (handling) and focusing on chases and such accomplishes the same thing from a gaming standpoint. I'm a big opponent to multiple systems being used for specific elements (driving, netrunning, etc) because they just slow shit down while one guy just gabs with the GM for an hour and makes checks and shit based on skills that useless outside that single mini-game instance.
    >>
    Personally, I don't care for the Horror Companion. It was rather bland and, as is usual for modern PEG products, the production quality of the adventures is atrocious.

    I like SPC for what it is. Its designed around how I want a supers game to flow, but again horrible adventures.

    SciFi has been my favorite, and I've enjoyed many of the adventures. I've run cyberpunk, star wars, startled, and giant mechs with it and my group wants more.

    Fantasy suffers from keeping the worst aspects of powers from core and not accepting the best from pathfinder.

    I don't do Rifts or Deadlands.
    >>
    >>98796941
    For 15 bucks for the player's guide and another 15 for the GM guide, Interface Zero is a fuckton of Cyberpunk lore.
    I'm still dropping my Interface Zero module on Github this weekend by the way.
    >>98776361
    Finished polishing my character sheet tool's code earlier today, got v1.0 ready, just need to drop my module's NPCs there. But for now, character sheet tool looks like this with my table's player characters:
    https://script.google.com/macros/s/AKfycbxffNQjDuAL8hli2ldC1s0oafCk_fP-KprdxpJxNW1Ls8mIC0cEtZ5WZFFu-3aoYRZi/exec
    It's also very adaptable for other SWADE settings. Change the CSS sheet and the cyberware database for something like powers or whatever, and it's working in 10 minutes.
    >>
    >>98803766
    >Still no PoD for the GM guide

    Yeah, fuck interface zero, that guy is a cunt. Glad you are enjoying your game though, anon.
    >>
    >>98803771
    Thanks anon. My mainly AD&D2.0 table is really having the most fun we've had in years with it. Conversely, I tried to do Horror Companion a couple years ago, and it ended up fizzling out by the second campaign, despite them previously loving my runs of Kult and CoC. Maybe because I was new to SWADE, or maybe because horror only works live and not online. Interface Zero though? Some sessions have gone 8+ hours, and my DnD GM is refusing to GM DnD because he's really enjoying playing IZ.
    >Still no PoD for the GM guide
    At 45 bucks at best for the Player's Guide PoD and the GM Guide being like 1/3rd bigger, fuck that. Digital is best.
    >>
    >>98803837
    I wish there was a better option for SWADE cyberpunk, I also just don't really like the IZ setting. Cyberpunk with what amounts to fantasy races doesn't really do it for me, and the setting is dated in a weird way that I don't really dig.

    It'd be cool if someone would do a cyberpunk companion. Or, I guess maybe I'll just have to do it, when I'm not focused on ten other things.
    >>
    >>98804057
    If you just wanna run the Cyberpunk world over SWADE, I think you just need to grab the 50 page RED Easy Mode book from GOG (it's free with the videogame, don't know if you can buy it alone though) and change the rolls so they depend on the SWADE style.
    >>
    >>98805096
    Oh, just checked and it's actually free on drivethru.
    >>
    I really wish I could have an AI mass-convert old game modules to SWADE. Like just take every Traveller product ever made and SWADEify them.
    >>
    >>98804057
    >Or, I guess maybe I'll just have to do it,
    No, me.

    Caveat, it'll be another attempt at CthulhuPunk

    >>98807198
    Figure out a conversion guide, feed it to the AI, then feed modules to the AI.
    >>
    I want one-hit duels. Should I just give whoever wins the draw The Drop?
    >>
    >>98804057
    What are you looking for in a cyberpunk game?
    >>
    >>98810055
    I want something similar to Cyberpunk Red, but with a less clunky system, I guess? There are ways that I could see SWADE working for that.
    >>
    >>98809780
    Nah, put them in an incapacitated state of maxed out wounds.
    Same skill level in the relevant skill? Each draw one card from the action deck, highest card wins. Each level above the other guy? Draw another card taking the highest value after all cards drawn. (So d4 vs d6, the d6 character draws two cards. d4 vs d12? The d12 character draws 4 cards vs the d4 character's 1 card, so on an so forth).
    >>
    >>98810289
    No, I mean are you looking for a bunch of Chrome add-ons affecting stats and weapons and such or is it more of just a flavored setting where the characters are perpetually broke schmucks outclassed in every way by corp-backed entities trying to plan heists and such?

    I'm asking because the former is going to be mainly gear driven stuff that can be cobbled together from RIFTS and the Sci-Fi companion. The latter is mainly enemy scaling and tone.
    >>
    >>98809780
    >>98810306
    Isn't it just a Shooting vs Shooting (or Fighting vs Fighting if it's something like fencing) Test with the Incapacitated status on the line? The winner doesn't get The Drop because his opponent wasn't surprise-attacked, but if the duel is named as such, betting the Incapacitated status sounds logical.
    >>
    >>98810963
    >>98810306
    Having a character get killed in a single roll seems like it's kinda lame. There needs to be some other shit for them to do around it.
    >>
    >>98811868
    No, that's incredibly retarded.
    A duel is something that should be resolved fast with your life on the line. If it isn't, then it's not a duel but just a straight up fight.
    >>
    >>98812018
    But don't forget you can definitely use bennies.
    >>
    >>98810963
    >>98810306
    >>98809780
    The Drop is just +4 attack, +4 damage. You can KO people with it, but you can also ignore that part as the GM.
    >>
    >>98812021
    You mean to soak the Incapacitated or what?
    >>
    >>98811868
    >Having a character get killed in a single roll seems like it's kinda lame
    Not if it's specifically referred to as a duel. That's why I mentioned the Test rule, it's pretty open to exploration, and its requirement is simple: the player has to explicitly call a Test. It fits the narrative of two characters facing each other.
    imo, it should work like this:
    - both characters roll shooting
    - both characters resist with agility
    - if your shooting roll passes and the opponent's agility roll fails, your opponent becomes incapacitated BECAUSE it was called as a duel
    - both characters can become incapacitated this way, which also fits duels
    - I think you can do something similar with melee weapon duels, but not for hand-to-hand fighting.
    That said, I did find official Deadlands duel rules, but they're convoluted as fuck. I'd go with just a Test really. But here's the Deadlands duel rules:
    https://files.catbox.moe/hcq9i2.pdf
    But SWADE encounters should be fast imo, so all the fanfare in this ruleset feels kinda gay.
    >>
    >>98812168
    Yeah what I don't like about the Deadlands rules is that you know it's exactly three rounds. If they're going to be that involved I'd rather it have mounting tension because you don't know when someone will finally draw.
    >>
    I've been thinking about running a pulpy dieselpunk type setting inspired by Sky Captain and the World of Tomorrow, Iron Sky, Porco Rosso, etc. Would Savage Worlds be good for planes zooming around and gunning each other down?
    >>
    File: 1769452663466701.png (479 KB, 626x752)
    479 KB PNG
    >>98813349
    There are dogfight rules, but I haven't tried them so don't know. But it looks like it's the chase rules anyway, so here's the chase supplement:
    https://files.catbox.moe/cskfm2.pdf
    you decide if it works for your table
    >>
    >>98810321
    Both of those things, lol.
    I remember not being very interested in what the scifi companion was selling, though.
    >>
    File: staredown.gif (1.32 MB, 506x253)
    1.32 MB GIF
    >>98812168
    >But SWADE encounters should be fast imo, so all the fanfare in this ruleset feels kinda gay.
    Deadlands is at its heart a Spaghetti Western, so three rounds of staring each other down is to be expected. You can do one round if you want, but stacking hole cards makes the first hit much more decisive
    >>
    >>98796941
    Fantasy and Sci fi are both nice.
    I don't care about Pathfinder, just play actual Pathfinder or D&D if you want that type of fantasy, fantasy companion is a toolbox and more versatile.

    I don't remember Horror being that useful, but some of the races were fun? Still, both Fantasy companion and Sci-Fi had cool playable species.

    Haven't paid enough attention to Super Powers because I don't care about the flavor, but the powers seem useful enough as reference for homebrewing enemies, although Fantasy companion already has such a big bestiary.

    I have no experience with Deadlands.
    >>
    I ran 2020 for years in the 90s. I recently ran a few one-shots reviving the campaign using ghe cyberpunk stuff in the SFC. It worked out much better than expected. The only change I'd make for a campaign would be to increase the amount of Strain a person can take and bring on some of the IF0 chrone.
    >>
    >>98815241
    You can install as much chrome as you want in Interface Zero. You can die if you fail a vigor check while installing over strain though.
    There's no cyber psychosis sadly, but I made a hindrance to cover it here >>98803766
    v1.0 should be released today I hope. Just gotta crop and upload the 20 portraits and make the github README.md. And fix some of the character sheets in the pdf, because I noticed some of them were wrong when I updated the online tool.
    >>
    >>98815624
    Finished cropping, uploading and linking the images. Now I just gotta cross-reference the pdf character sheets, fix anything necessary, and then upload everything to github with instructions in a README.md file.
    If anyone wants to check it out and test it yourself, here's the app script
    https://script.google.com/macros/s/AKfycby-bPr03DlTuj001B0ECqpmNbnVkJJynbI-Rkz16x8ZnceP1QCTnnPV7D7ldQ2hH48n/exec
    And the google sheet that serves as a free database:
    https://docs.google.com/spreadsheets/d/1lIWMbaGDFwCm61CMvXYg5hKTs7M8pgTO-46HQh38KPs
    If you wanna re-deploy it (for example to use with your table's characters), just go to File > Make a Copy. Then in your copy, go on Extensions > Apps Script. Then for the code, at the top-right, click on Deploy, and then you'll have to agree to a fuckton of security questions to deploy it. It'll say "Google hasn't verified this app", so you'll have to click on Advanced and then in "Go To script ID (unsafe)". The code is pretty explicit and safe, but you can check it out or upload it to an AI to check for security issues. I use Gemini, it also drew all of the module's art. Once deployed, you can modify the google sheet for your own characters. You enter descriptions to the dictionary tab, and modifiers to the mods tab. You could also modify the stylesheet to fit other settings like Deadlands or Savage Pathfinder I guess, just gotta change any reference to cyberware for powers or something.
    But I'll explain all of this with screenshots and whatnot once I upload it to github, hopefully later today.
    >>
    >>98815925
    scratch that, I still have bugs
    >>
    >>98812053
    Absolutely can use them to soak or use them to add to attack and what have you.

    Never forget taking a round to the chest and then returning fire is an option. Hell, the USA had a president that did just that. His weapon dry fired. He caught a musket blast to his chest. He ignored the wound, checked his weapon, readied it again, and blasted the other guy while he stood there shaking in his boots as the tough old bastard took his time making sure his shot would definitely kill the guy who shot him.
    Andrew Jackson, I think, who was such a high level of batshit that he definitely feels like some kind of comic book villain made manifest.
    >>
    Why would you pick up Savage Worlds instead of Genesys, GURPS, BRP, etc?
    >>
    >>98803766
    >>98815925
    Released! >>98817542
    >>98817546
    Exploding dice, edges and hindrances, explicit fuck you to d20, shit like that.
    >>
    >>98817546
    Savage Worlds is much more playable out of the box than any other of those games (admittedly, I don't know if that's true for Genesys, I've only ever played EotE, but Genesys has its own onboarding issues).
    >>
    >>98817546
    Every system you listed is better.
    Every system you listed take way more work from a GM to make something playable and consistent compared to SW. SW is by far the easiest system to plug and play shit from any genre. If you got the companions, pretty much any hodgepodge abomination of a game can be made with DBZ characters and Space Marines fighting off the ghosts of alien dragons being easily accomplished even if it is incredibly retarded.
    >>
    >>98817568
    Genesys is great, but it demands a retarded amount of work to make something out of and EDGE seems to hate the system so they never made any new content for it other than just finishing up shit that FFG was working on before EDGE was made. Think about that. They had an in-house system, with an installed base, and instead of making an Arkham Horror splat they made a while new system that was dog shit.
    >>
    >>98817546
    Considering I actually like most of those systems, but haven't played BRP
    >SW over Genesys
    You can't get hold of the dice
    >SW over GURPS
    You want a fully analog game (I refuse to play GURPs without GCS)
    >>
    >>98796941
    >TQ:
    Pirates of the Spanish Main player guide.
    Not because it is great or anything, but it provides a fully playable framework for SW and is completely free. Throw in some random enemies from the web and you are golden. You don't even need the base rulebook
    >>
    >>98818641
    The player's handbook is $8 for a PDF and $20 for a physical book for SWADE. Hell, for a long time a new physical copy of SW Deluxe was $5. It's honestly one of those things where I have to question if people just outright refuse to support the hobby in any financial way when they won't throw in the bare minimum for entry.
    Unless you just come from a part of the world where that kind of payment is a month of rent or some shit, then I understand completely.
    >>
    >>98818866
    Some people just pirate shit, anon. No matter what and will justify it in outlandish ways.
    Two prime examples are FATE core and Pathfinder/Starfinder. FATE core complete rulebook was available as PDF from Evil Hat with a 'pay what you want' model, including $0.00. For a price of absolutely nothing they were handing out their rules just to gauge what kind of audience demand existed for it and people still pirated it from other sources.
    PF/SF core rules and splat rules have existed online since the early days of those games and have been updated routinely with easily searched, referenced, and clarified entries. The physical books were for art, lore, and adventures. Guess what? All that shit was pirated to hell and back too. FATE absolutely proved pirates just flat out refuse to do anything through official channels no matter what and SF/PF proved it was never about access in any way, shape, or form.
    >>
    >>98812168
    This doesn't really allow for different duelist archetypes, like the zen guy
    >>
    Do you use themed card decks for your games? I nabbed pic related for a Deadlands game
    >>
    >>98825074
    I've been wanting to get a SWADE-specific deck with 1-52
    >>
    >>98825074
    I got a few of those big ass action decks from some of the box bundles for some of the different settings that I use.
    >>
    >>98802974
    >Fantasy suffers from keeping the worst aspects of powers from core and not accepting the best from pathfinder
    Can you elaborate?
    >>
    Is there any non-essential stuff you find yourself using when you run a game? For example, my group loves the adventure deck (random single use abilities dealt out at the start of a session).
    >>
    >>98826039
    I haven't compared the two in a while, so I'm curious what they are talking about as well. Spells weren't too different from what I remember but class edges were VERY different. Class edges are unique to SP and were pretty damn bonkers in terms of how strong they were. Makes sense when you consider they were shooting for more of a high-power fantasy vibe instead of just a straight up high-fantasy vibe. It also made Fighters positively busted if you know the rules well.
    >>
    >>98827968
    Tried posting this earlier but this site hates my tablet for the captcha. Trying again.

    My complaint about the FC powers is that it reverts to the each trapping is a separate power rule from core. That just isn't too fantasyish to me. I much prefer the SWPF rule of spending a benny to change the blast trapping from fire to ice. It's fine for a low fantasy game, but that isn't where my interest lies.

    I do like that FC gets edges out from behind the class wall. If I was going to start another fantasy campaign I'd go with FC while using the SWPF trapping rule and modifiers.
    >>
    >>98828470
    >each trapping is a separate power
    Really? I actually prefer it like this. In fact I don't even know how the opposite could even make narrative sense
    >>
    >>98828470
    to be fair while the fantasy companion intentionally does away with the wizard edge nothing really breaks that much if you just put it back in, and there are the rules for temporarily swapping or adding trappings with downtime which I think was a decent compromise.

    >>98828669
    I do think its good to make people pick concrete effects for their powers but I do see how it can get a bit limiting if there was no way to swap or add trappings besides spending edges to learn new powers.
    >>
    >>98828764
    >FC does away with Wizard edge
    Where does the FC say you are supposed to remove the to Wizard edge? I always assumed that anything in the core rules that fits your game is fine to put in there and the companions were just extra stuff for aiding you in fleshing out setting using the core rules as a base.

    The core rules explains the logic behind trappings being immutable for the most part. A guy slinging out earth based bolt powers encountering something weak to fire suddenly shooting out fire based bolts is pretty obviously just gaming the system instead of doing something his character would do. You can still mod effects though.
    >>
    File: file.png (431 KB, 362x579)
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    >>98828881
    on page 35 in the wizard edge sidebar, but yes "does away with" was poor wording on my part because obviously someone could still choose to use it but they designed the book without it.
    >>
    >>98828912
    You're right. I just thought FC Wizard was an optional rule. Got to admit it is a bit to strong to change trappings all willy nilly in a game where elemental weakness exploits are par for the course, so I understand where they are coming from.

    Savage Pathfinder just lets all casters use the Wizard edge from SW CRB (can alter trappings for +1 power point). Given that characters are noticeably stronger in SP in general though, that isn't too shocking.
    >>
    When I look at a generic system, I often ask myself "Can this system run "*Insert movie I.P. name*?" and SW can run a shockingly high number of those I.P. names well. Either it's a good system or I have a very narrow taste in movies.
    >>
    >>98829217
    It's just a system based around running campaigns that feel like movies. Your characters are the "protaganist". It's baked into the system. Shit, it cant work without the meta currency, everything falls apart
    >>
    >>98817546
    >Genesys
    kek
    >GURPS
    Good for more realistic games.
    >BRP
    Likewise.

    Savage Worlds is good for pulp. Genesys is a dogshit cashgrab with proprietary dice, and its shills have yet to name a single genuinely good unique mechanic from the game to make it worth playing.
    >>
    >>98829698
    The dice are the unique mechanic in Genesys that the game runs off of. You think it's a negative though. It is, in fact, a pretty radical take on a resolution mechanic, one of the biggest in modern tabletop, but you shit on it out of principle.

    The system itself requires far too much effort to create something whole cloth using the core rulebook for me to ever recommend over Savage Worlds if I have to recommend a generic system. I got a lot of experience with it and even then it's a fucking chore because you can't plug-and-play half the content for basic enemies for shit. The rules are there for making stuff but it is DEFINITELY a game that needed a lot more supplements to flesh out quick creation and it just didn't get it. That being said, when you DO have something made? Easily one of the best systems to play and run.
    >>
    >>98829698
    Oh and GURPS and BRP are pretty shit. GURPS is neck and neck with Genesys for being a bitch to make shit with. BRP isn't realistic for shit either unless you assume it's common for people to just constantly fail the most mundane shit unless you are autistic all obsessed with a particular trait. BRP is like playing as a group extreme autistics that fail at every task imaginable but are practically superhuman at one or two things. The guy sitting in his own shit, drooling, but making a 1:1 exact replica of the Mona Lisa using nothing but ballpoint pen is what happens when God makes a BRP character IRL.
    >>
    >>98829660
    You can run without bennies. You can't really without the wild die
    >>
    >>98829750
    Yeah, it's too bad they fumbled Genesys so bad, because Edge of the Empire was fun as fuck. One of my favorite campaign I ever played in.

    It does suck that the dice are so stupid expensive, but the system *is* actually good.
    >>
    >>98829762
    >constantly fail the most mundane shit
    Doesn't it have some kind of guideline against rolling for mundane shit? Or at least a massive bonus for simple tasks?
    I know most derivative systems have both, but I've never actually played pure BRP.
    >>
    >>98831364
    I don't have core brp, but the default assumption in percentile games is that your skill in something is your ability to do it under fire, yes. Call of Cthulhu works this way, so I don't see why mainline brp wouldn't.
    >>
    >>98817546
    Onboarding. Savage World has its flaws, but none of those flaws are a barrier to learn the game. Every other generic I know of, short of something grossly unplayable like a genre neutral D&D homebrew sold as a real game, has all of its biggest flaws up front and center and need to be fought with during the game learning period.
    >>
    >>98832213
    Call of Cthulhu says to not call for rolls for mundane tasks.
    And you moved the goalposts pretty dramatically when you responded with "under fire". Most people would realistically struggle to tie their shoes if someone was actively firing a gun at them.
    >>
    >>98832213
    Call of Cthulhu says to not call for rolls for mundane tasks.
    And you moved the goalposts pretty dramatically when you responded with rolls "under fire". Most people would realistically struggle to tie their shoes if someone was actively firing a gun at them, I don't think failing rolls in that circumstance is bad.
    >>
    >>98833064
    >>98833074
    Excuse me for vague language. I said "under fire" to mean "in a stressful situation." I guess you could absolutely make someone roll dex to tie their shoes in a stressful situation, if it was dramatically appropriate. I don't think thats moving the goalposts at all, though.
    >>
    >>98829660
    You can run without bennies, but it's going to be A LOT more lethal towards PCs. If you are going for horror stuff that's a big plus, if you are going for action movie stuff, it's pretty dumb.

    Do keep in mind though, PCs in SW are absolutely not supposed to represent regular people either the wild die and bennies being an extension of the concept that they are basically blessed by fate or some other shit. If they were regular joes? They would be using minion rules (no wild die, no bennies, dead in one wound).
    >>
    >>98831364
    You need to do investigation checks to read through books, search for clues, etc. So while anybody else in a similar situation would think to check under the bed when searching for stuff, your roll failed so you didn't think to. Guess what, since you aren't a detective with decades of experience, you never will think to look under the bed when even retarded Cletus from the swamps would think to check under the bed.

    You might say "My character looks under the bed" and then you would bypass this shit entirely. Most players would instead go into a room, say "I'm looking for clues" and the GM would call for an investigation check though. BRP falls apart fast as fuck when you play it. It's simple to understand and run, but holy shit is it dumb as hell in practice.
    >>
    >>98831239
    You got an official dice app that lets you shortcut dice pools. I learned my lesson from how they handled the SW dice though and bought ten packs of Genesys dice on launch (two packs per player and the GM), so it was never an issue. What I didn't count on, and fucking should have, was FFG just ditching the product. Still got all the books and such though, so I can run some fun stuff, but they absolutely need to be shot in front their kids for not making an Arkham Horror setting book and instead making that its own system (that is one of the worst systems ever made too).
    >>
    >>98833891
    >[Game] falls apart fast when you play it like a retard

    Gee, you don't say?
    >>
    >>98825074
    I use the deck from pic rel.
    The stars are mixed in for reasons my players are not yet sure of
    >>
    >>98834795
    Well now you gotta tell us
    >>
    Anyone got a pdf of premade character sheets for a fantasy game? Not the shitty little character cards PEG shills on their website.
    >>
    >>98833891
    How is this different from not rolling a success in SWADE, or rolling low on a d20?
    If it's trivially hidden, most BRP derived rules will tell you to add a massive bonus, and if it's not trivially hidden then failing sometimes is appropriate. If you GM doesn't give the bonus for simple tasks that's not the system's fault.

    >>98833097
    Sorry for taking the under fire literally. The reason I felt you were moving the goal posts was that the original comment I responded to said
    >unless you assume it's common for people to just constantly fail the most mundane shit
    And failing mundane tasks in highly stressful situations is not the same as failing them constantly. In a highly stressful situation even mundane shit sometimes goes wrong, and in a non-stressful situation the GM shouldn't be asking for rolls in the first place.
    This, but less mean, I guess. >>98834459
    >>
    >>98834908
    >How is it less different than not rolling a success in SWADE?

    A typical stat score for a junk stat in BRP is between 20-40%. Keep in mind that is for shit that is not super specialized like piloting which could drop down to single digits and is instead the lowest you are likely to get if you ignore your basic skills.

    Savage Worlds basic bitch skills start at d4 plus your d6 wild card die which translates to just a little under a 70% chance of success. If you are talking about skills with zero training at all you take a -2 on your highest roll of a d4 and d6 wild die which is still over 30% success.

    So, a completely retarded SW character using dipshit untrained skill with negative modifiers is still swinging in the same ballpark of success rates of a BRP character using a core skill at its starting value while a SW character using a core skill that is untrained is going to succeed damn near twice as often as BRP character using an untrained core skill.
    >>
    >>98834831
    Nice try anon... or should I say Daniel? Are you getting worried about accumulating too many stars?
    >>
    >>98835469
    I don't know if you're a different anon and you just chose to ignore the example situation, or you're the same and you're being willfully obtuse.
    The situation was a character searching for something that's poorly hidden under a bed. You often shouldn't have to roll for that in either system, but let's say they're in a hurry so a roll is called for.
    SW 1d4 and 1d6 is a 62.5% chance of success, but this is supposed to be easy so we add +1 which moves it to around 83%.
    BRP, a base skill of 30, and depending of which BRP derivative you're playing, easy is either double skill or a flat bonus of +20 to +40 depending on which game we're talking about. So let's say 60% success chance.
    D&D you have maybe a +2, and rolling against an easy dc 10, so a 65% chance of success.
    They all have a real chance to fail. SW is equivalent to 1 in 6, while BRP is 2 in 5, so you do fail more often in this scenario with BRP, but it's not like failure on this easy task never happens in SW and constantly in BRP.
    SW characters are heroes, while standard BRP characters really aren't, so base assumption is you average less competent, but it's not an extreme difference unless you're just ignoring the modifiers for easy checks and rolling for stuff that shouldn't be rolled for.
    >>
    >>98834834
    I got a few Interface Zero premades here >>98817542 but that's cyberpunk, not fantasy.
    For fantasy, there's the 4 Savage Pathfinder archetype card sets I guess.
    https://files.catbox.moe/pdjw2x.7z
    >>
    >>98835552
    Nah just love the idea of adding an ominous 5th suit
    >>
    >>98838947
    >>
    >>98839181
    Players have found magic items of suspicious origin that can usually be used to solve tricky situations. Like a broche that makes people listen to them. The trouble is that using one taint their acting card (if they act on a 4 then a 4 of stars is added to the deck). Since Star comes after spades in the alphabet it is obviously better, however, drawing one forces them to add a little star sticker to their character sheet.
    >>
    >>98839907
    This sounds like a neat idea, which I might like to borrow for my corruption mechanic in my campaign if you don't mind, but I gotta hear a bit more about how it works.
    >>
    >>98838947
    Dank
    >>
    Can someone post the link to the mega?
    I don't find it in the Archive.
    >>
    Is there no Archive for old Savage Worlds content anymore?
    The Archive doesn't lis tit and the old links don't work anymore...
    >>
    >>98845807
    Didja check the Curated Archive? The other one hasn't been updated in years
    >>
    >>98844760
    >>98839186
    sure thing. By the way, the interface zero generic human 1.0s I made are really baseline, so they really could be used in a fantasy setting. Just change their weapons/armor/origin.
    >>98845807
    What >>98846063 said, but what book do you want?
    >>
    >>98850808
    Ofc I checked Da curated Archive, but I couldn’t find any links there.
    I was looking just in general to get more aquainted with the system, but if i had to pick I was looking for the SWADE sci-fi companion
    >>
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    >>98853354
    >but I couldn’t find any links there.
    >>
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    >>98853354
    I'm dropping it just because I'm a faggot, but anon, I... what >>98853406 said.
    https://files.catbox.moe/f3fl51.pdf
    >>
    Is it OK to run an opposed skill check with different skills? For example Hold is an opposed Athletics check. Could it instead be opposed Shooting vs Athletics? Or if you have someone trying to hide a gun in a concealed panel, would it be Repair opposed by Notice?
    >>
    >>98856357
    That's just way for people who didn't specialize in a skill trying to shoehorn the skill they did specialize in to overcome their situation.
    You were grabbed by a bitch that focused on grabbing shit more than you, so you just got grabbed. Suck it the fuck up and don't let them get in grabbing range next time.
    >>
    >>98856737
    To go further here.
    SW is pretty open about how skills can be used to the point where it does make something concrete rule wise, you should follow the rule. Making special exceptions that go against solidified rules is a good way to snowball the thing into rules being suggestions across the board. That's a bad way to play because it makes build customization useless. If Guns McGee and Swords McStabs are in a long distance fight, Guns is at an advantage compared to Swords. If they are in stabbing range, Swords is at an advantage over Guns. The player's made their characters with this in mind. The game runs with this being the case. For Guns McGee somehow being able to use their skill to remove the melee focused Swords advantage in melee combat would beg the question: Why the fuck would anybody make a melee focused character when ranged focused characters can just shut that shit down like you didn't dedicate advances and game time into being a beast at melee?

    Same with any other skill being applied in ways to give them an edge when compared directly to a skill that was clearly designed to accomplish the task at hand.
    >>
    >>98856737
    >>98856798
    These are solid points, and I agree wholeheartedly with them. One option I would give, depending on how pulp your pulp adventure game is, would be to allow a player to use the skill at the cost of a benny.
    >>
    Running a session tonight and I need some dramatic task ideas for guys exploring what are basically bullywug nests in a cave/tunnel network
    >>
    Genuinely how do I challenge my players at Legendary+ tier (125 XP)?

    I'm about 70 sessions into a campaign that has gotten pretty expansive, and I genuinely feel like we're only a bit more than halfway through, meaning that the characters are going to hit 250 XP by the end of it. Should I have paced things better? Yes. Should I have kept the campaign at 3 players and not let 3 more people join for a party of 6 legendary-tier player characters? Yes. But it is what it is now.

    Anyway, they've (almost) all got:
    >missile deflection edge (ranged attacks are against parry now)
    >uncanny reflexes edge (can make Agility checks to dodge AoEs)
    >Improved Arcane Resistance (+4 against powers)
    >effective Parry of 15 to 20
    >effective Toughness of 15 to 20

    I like how badass they are now, but I am starting to worry that nothing can really stop them or make them think twice. Fortunately, they are very invested in the world and thus aren't being murderhobos. And there are lots of non-combat challenges for them to overcome. However, I would like when there is a battle for it to not be a foregone conclusion, because I feel like they will get bored.

    None of the monsters in the fantasy companion can stand up to them. I have had to juice them up a fair bit, as well as having them face high-level elite fighters a lot. Pretty much every enemy they fight that isn't a disposable d6 Fighting mook has Improved Frenzy and two-Fisted and a d10 fighting.

    A lot of the monsters that are even able to touch them at this point are throwing AoEs since that's their weakest point. But even a 5d6 blast fireball isn't going to do much to someone who has a 20 Toughness. Dispelling can bring that down, sure.

    Save or dies are really not helpful because (1) they're kind of unfun and (2) most of them are resisted by a BASE vigor/spirit roll, not opposed. So +4 from Arcane Resist makes this almost an autosuccess.

    Anyone else had this experience?
    >>
    New to savage worlds, trying to get a feel for things. In my first session a level 0 fighter (as in, novice without any advances beyond starting) had a parry and toughness that basically completely stopped the critters they were fighting from hurting him. I think he took 1 wound right at the end. I was using Gang up bonuses, Tests to make him Vulnerable, and Wild Attack to give the monsters some more oomph. Now I did use monsters that had d6 fighting, d8 str, and d4 for weapn damage iirc, because being my first session I didn't want to kill anyone. But the monsters did feel completely ineffectual. He got shaken a few times, but he just kept making his Spirit rolls at the start of each turn, and I never had a monster hit him twice to inflict a Wound. Is this all working as intended?
    >>
    >>98861406
    Yes, I've found that Savage Worlds becomes almost unlosable when your character gets strong enough. I mitigate this either by sticking to oneshots, using gritty damage/permanent injury rules, or both. SW with permanent injury makes even fights with a 99% chance of victory have some tiny risk of permanently damaging a character, and that makes PCs think twice. Of course then it's not as pulpy though, so eh.
    >>98861684
    Same think, kinda. SW is simply a very very high player-power system. The only time people get hurt is through extreme bad luck or the notoriously unfun Shaken stunlock, where the aggrieved party is reduced to rolling one failed Spirit check each round while being beaten to death. Finding meaningful challenges for the players that aren't just "I win" bullshit is my biggest challenge when I GM the system.
    >>
    >>98862125
    It's too late to add gritty damage now.
    And even so, they have Greater Healing and so many power points.
    I think that's my biggest complain with Fantasy Companion, honestly.
    It adds so much high-level 3.5e D&D style magic, but in its efforts to remain generic, it doesn't associate any of the gold cost with them.
    I had to add special rules for resurrection as it was.
    >>
    >>98861684
    >Is this all working as intended?
    Yeah that's okay. He's a good fighter, he shouldn't get hit.
    However at some point some monster is gonna roll three sixes in a row and hit him with a raise and the damage will explode all over him.
    >>
    >>98863705
    It just kinda strains my belief when he's surrounded by 20 enemies who can't do much even with Gang-Up. And this is as a Novice so I can only imagine how much worse it will get. But like I said I haven't used good enemies, just hordes of trash So I guess the counterpoint is that I haven't seen the GM side.

    Here's another question as a newbie GM, how do I handle my "GM bennies"?
    >>
    >>98864944
    GM bennies are stupid because you, the GM, should not have an agenda. Bennies are benefits for you acting in your self interest. An enemy wild card should have the interest of staying alive and defeating the player characters, so you can use his wild card bennies to soak wounds or make a save against a mind control spell without guilt. As a gm? You don't have an agenda. You don't have any presence in the game world. You can use them to affect things the way you want them to go, but in my experience, with over 200 sessions of savage Worlds, it just ends up making you feel like shit. I just don't use them.
    >>
    >>98864975
    >An enemy wild card should have the interest of staying alive and defeating the player characters, so you can use his wild card bennies to soak wounds or make a save against a mind control spell without guilt.

    Yeah I have mixed feelings about GMs getting a pool they can use for whatever. I prefer to just use Wild Card enemies. And I usually use their bennies to reroll shitty attacks or damage, Unshake, etc. Things that lead to them threatening the players, rather than just Soaking lots of Wounds.
    >>
    >>98865064
    NTA, but look at SWADE this way: it's a roleplay-heavy system that strongly favors players. This is the reason why it has edges and, most importantly, hindrances. It's also why the explosive dice and the trump card initiative system are there, because it's not supposed to be necessarily strategic or combat-heavy. It's supposed to be Fun™. It's supposed to be the antithesis of D&D 4th and particularly 5th.
    So use your GM bennies however you want, but use them in a way that makes the table get excited. Yes, use them to build tension, if it has to be soaking or rerolling or even influencing the story, that's your prerogative. Or simply don't use them if you don't feel like you need to. But use them with a specific purpose, it being having the table going wild from the fun, not punishing players.
    >>
    >>98861684
    >Is it working as intended
    Yup.
    A character JUST starting out that is specced to focus on melee combat is more often than not going to manhandle baseline melee mooks. It's what he was built for specifically. That same character's parry doesn't mean squat when ranged attacks hit the field though and since they have to usually break cover to get into walloping range, long range mooks should be lighting him up when he does so. Once in punching distance? He should be wrecking their shit harder than melee mooks.
    Keep in mind, PCs are NOT normal people in SW. They are, at their weakest, what many would consider a mid-level boss.
    >>
    >>98865175
    >and, most importantly, hindrances.

    Huh?

    Also there are a lot of Hindrances that seem to be purely narrative but then there are some with strong mechanical penalties, which is kinda whack
    >>
    >>98865824
    >Huh?
    because they drive roleplay
    >>98865824
    >Also there are a lot of Hindrances that seem to be purely narrative but then there are some with strong mechanical penalties
    Again, because they drive roleplay. A cool one for example is Elderly: -1 pace and -1 to some attributes, 5 skill points for free. Or the the hindrances that make you act like a cunt (bloodthirsty, ruthless and mean) plus ugly being a requirement to grab the Menacing edge.
    >which is kinda whack
    SWADE is for roleplaying. Hindrances giving penalties when it makes sense, and only drive roleplay otherwise. Habit, Secret, shit like that, gives you as a GM a chance to control the table, to make your players roll Spirit and see if they resist their hindrances.
    >>
    >>98865835
    >Habit, Secret, shit like that, gives you as a GM a chance to control the table, to make your players roll Spirit and see if they resist their hindrances.
    Oh, that's funny, that isnt how I use those at all. I tell my players "if you want that shit to come up, you make it come up." I have generally good players, though, who enjoy making life hard for themselves.
    >>
    >>98865824
    >Hinderances are purely narrative

    A lot of hidrances have negative game effects. 100% of them should be something players act upon because it's one of the clear cut things the rules outright state you should give them a benny for.
    >>
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    >>98866240
    this >>98867319 is why you make them roll Spirit. Is your player's character have a Major Habit, say for example alcoholism, and they're at a tavern looking for clues? And he's not drinking, and your player doesn't want to make his character drink? Spirit check. If you're benevolent, you can do something like a -1 modifier to everything for a few hours if they miss, or they can go on a bender if they get snake eyes. Yes, the players control their characters, but the characters have personalities that have to be followed, and their hindrances and edges (and stuff like Origins or Archetypes in particular companions like Interface Zero or Horror, or Class Edges in Savage Pathfinder) determine these personalities.
    It also gives you narrative power to, for example, explain why a character wasn't around when a player didn't show up. Pic related, one of my Interface Zero >>98817542 players didn't show up. He had the Impulsive hindrance, and had asked a quest giver who happens to be the heir to a rum brewing empire for expensive booze in a previous session. So when the player came back the following week, we spent like half an hour explaining how his character had gone on a bender with the expensive booze, then he went out to drink even more, and then I used that Norm Macdonald joke about rehab to actually send him to rehab for a weekend, the weekend where the stuff from the session he missed happened. Even though we veered from the written session, man did the table have a riot. Pic related.
    >>
    >>98869064
    >>98866240 here, like I said, I never have to force rolls for that kind of thing. If my player takes the alcoholic hindrance and they're looking for clues in the bar, 100 percent of the time they're going to play into the hindrance on purpose, partly to get the Benny, and partly because they understand it's a roleplaying game and they made a character they want to roleplay.

    In the deadlands game we played last year, one of the players made a character that was haughty and smug, and they played it as such every time (I forget what the hindrance was).

    I don't like forcing spirit rolls like that because it isn't what interests me at the table. I'm not push the situation in one way or the other. The way I look at it, roleplaying your hindrance already gives you two positives: you get more spotlight time, and you get a Benny. I don't want them to do shit from negative reenforcement, I want them to do shit because they want to.

    Mind you, thats just for the more roleplay oriented Bennys. I had a player who was wanted, and I had that come up all the time, because it made sense.
    >>
    >>98869127
    I give them bennies for good roleplay too, once a session. Only if it's impactful though. For example, last session, my players were at the beach. One of them has the Can't Swim Hindrance, and he just didn't get anywhere near the sea. Passively, no roleplay or anything, just "I always make sure I stay away from the water". So I didn't give him a bennie. But he has a Minor Delusional hindrance with a conspiracy theory, so whenever he's roleplayed his tinfoil hattery, I do.
    And I force them to do Spirit checks when they don't roleplay because, again, the characters have personality, and we have always, no matter the game, had a "the dice rule" understanding at our table. Which actually makes them love SWADE, they get lots of freedom from insane raises, they also get bennies to overwrite dice and influence the story, but in exchange, I do stuff like that. Which mind you, applies to my NPCs as well.
    >haughty and smug
    Overconfident. Forced on every Human 2.0 character in Interface Zero.
    >>
    Just did this, if it's useful for anybody sourcing IRL guns.
    >>
    I'm not quite as new as the other guy to running Savage Worlds, but I'm starting to dip my toes in writing my own content instead of running modules, and I'm having a hard time getting the feel for how threatening any given monster is likely to be. For example, how much deadlier is an orc with d8 fighting and d8 strength than a d6/d6 goblin? Or what if I decide the orc should be d10 strength?
    >>
    >>98872056
    raising dice numbers one step usually increases the average roll by 1, so of course its easier to hit and do damage. Because savage worlds tends to favour the players due to how wounds work, you either need numbers, tactics or force multipliers of some sort.

    Dont just throw 20 orcs at your players, throw an orc platoon, with a mix of ranged and melee damage and some utility characters (a medicine man healing them, a wild card lieutenant orc that gives outs lots of buff to his fellow)
    >>
    >>98872087
    Sure, I'm just trying to get a feel for how to evaluate those building blocks. Using the orc platoon example, how threatening is any individual orc? And then, how do they combine? The medicine man isn't a big threat on his own, but he's a lot more threatening when you add him to the group instead of another regular orc. But how much?
    >>
    >>98873890
    Savage Pathfinder has huge bestiaries my dude. Here's just the basic one, but Rise of the Runelords has an extra bestiary in almost every volume, for example.
    https://files.catbox.moe/549haw.pdf
    I would recommend checking Rise of the Runelords by the way. The first Novice encounter alone has 2 goblin warchanters, plus 3 to 4 goblins with torches per player.
    Paizo already did all the work for you.
    >>
    >>98873890
    Oh, also, >>98874066 here, forgot because I'm at work lol, but as for how much? It's all a game of probabilities.
    d4+d6 for example has a 15 in 24 chance to succeed, so you get a 62.5% chance with a d4. A d6+d6 gives you an I think 18 in 36 chance for a 75% chance. d8+d6 goes up to 81.25% (6x8=64, 39 of them hit). d10 goes up to 85% flat, and d12 goes up to 87.5%.
    Then there's modifiers and raises, that's a whole other beast. But basically, modifiers hit 4rs more easily, bigger dice hit raises more easily.
    >>
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    >>98873890
    You can expect a PC to be able to fight 2-3 mooks of their same skill dice and take little to no damage or spending resources. If your PC has a d8 in fighting, matching him with 2-3 mooks that have d8 fighting can busy him without pushing him, which is where you add enviromental effects, time constraints and other things to spice the challenge.

    one mook is very little threat in general regardless of their skills, because they are fragile, one wound just means they get blasted out of the game too quickly without something else.

    So trying to think of the individual block, is like spending time trying to build a wall and only thinking of the brick and forgetting the mortar and water and all the other tools
    >>
    >>98873890
    Mooks get mogged by PCs because PCs are running on action movie hero logic. If you want a challenge, you need to bring in other wild card adversaries.

    Mooks are threats by number. Individually they won't do shit but the more there are, the more likely one will slap your shit.
    >>
    How possible is it to make a DnD4e style Defender in Savage Worlds? By which I mean someone who doesn't just stand there and facetank, but actively guards allies and punishes enemies that attack them?
    >>
    >>98877602
    Savage Pathfinder my dude.
    >>
    >>98881315
    >Pathfinder
    >DnD 4e

    I'm willing to check it out but I'm skeptical
    >>
    You can give mooks the Resilient or Very Resilient edge for an extra wound or 2 , to simulate elite guards or henchmen . Also don't forget big critters get more wounds whether wild card or not.
    >>98877602
    Counterattack/Improved Counterattack,First Strike+a reach weapon, Hold the Line, Defender edge from FC as far as edges go. Fighting, Vigor, Strength,and Spirit in order of importance for stats and skills.Get the Taunt skill too to draw aggro.
    >>
    >>98882507
    If you do, what you want is the Order of the Lion Cavalier. Page 44 of the Advanced Players Guide. But check all the class edges, the main ones are in the Core Rulebook and the rest are in the Advanced Players Guide.
    >>
    >>98882914
    >Lion
    Fuck, I meant Order of the Dragon. That's the fighter with support skills.
    >>
    >>98861406
    At this point I think you should just accept that every fight will be rocket tag
    Let them mow through mooks but make them aware that fighting a wild card will be a risk
    >>
    >>98884159
    >At this point I think you should just accept that every fight will be rocket tag
    That's the game in general. The problem is that the rocket tag doesn't work so well when they have a force-field around them. And the idea that
    >wild cards will be a risk
    Clashes directly with the concept of rocket tag, since all a wild-card really offers is more staying power (and a wild die that might explode). But really it's easier to just throw more d10 fighters with two-fisted and improved frenzy to throw out four attacks and hope one hits.

    They can still be challenged, but it's just that it's just such a powerwank now. Not to mention, the 3.X style magic in SWADE that just trivializes anyone without magic.
    >>
    >>98871571
    What I did was put .357 as d6+1 and .45 acp as a d6 with a special trait called "stopping power" that increases it's raise die
    SWADE doesn't have the granularity to give gun too much variety but I like experimenting
    >>
    >>98884180
    >3.x style power in SWADE
    What do you mean by this?
    >>
    >>98882914
    Not that guy, but this is making me wonder how all the different 4e defenders would work. Paladin seems tough, Savage Worlds just isn't at all built to handle their attrition style of mark punishment.
    >>
    >>98884236
    I mean
    >teleport anywhere on earth
    >resurrect anyone who died
    >literal wish spell, which autists LOVE to try to abuse
    >scrying and divination replace actual investigation
    All kinds of shit that basically breaks the campaign. Essentially any faction that matters, and any villain, has to be a high level spellcaster, because they otherwise have no way to counter the PCs just teleporting to them (after finding their location with scrying) and raping them to death in their sleep. Or just casting one of the other OP utility spells to get around challenges automatically. Or summoning tons of weak creatures for cheap, then polymorphing them into dragons. The amount of stupid bullshit you can do is off the charts, and if there are contradictions that disallow it, they are buried in minutiae, that a GM looking to run something Fast Furious and Fun™ isnt going to have time or energy for finding.
    >>
    >>98886106
    most rpgs break in endgame if they have magic. you're running the SW equivalent of a lvl 16-20 D and d party. So you have the same options which are
    >ban problematic spells
    or
    >live with it
    >>
    >>98886106
    That's legendary tier stuff, anon.
    Legendary tier is the equivalent of max level play and most games are broken at that level.
    It's a problem, but hardly a unique on to SW. I'm not going to offer a "fix" other than just ending the campaign before it gets to that point.
    >>
    >>98887520
    >>98886106
    Just ban ABs, easy
    >>
    >>98874066
    Have you got the Scarred Lands bestiary?
    >>
    >>98884182
    I did something kinda like that, but with more stuff and in google sheets form.
    https://docs.google.com/spreadsheets/d/1TFrhu1cGZNBT--xCoUynmy-pt_M75hnP-6YaVCzTmPk
    It depends on the caliber of the gun (in the "calibers" tab, you can add more calibers there), and then modifies it via barrel length (<4 kills the positive damage modifiers, turns AP to 0 and makes range go down, >=6 gives +1AP and makes range go up).
    You just need to drop the caliber and barrel length for dmg, ap, rng and conceal (this one is from Interface Zero). You can also input the weight of the gun for the minimum strength necessary (which also depends on the bullet, biggest one wins), and the brand of the gun (as listed in the "brands" tab) determine a rule I though of: quality. Highest number = better, you have a max number of critical failures before you brick your gun, unless you fix it for the related fraction. For example, if your gun has a quality of 3 and you've had 2 crit failures, fixing it costs 2/3 MSRP.
    It only works for pistols at the moment, but I'll try to add rifles and machineguns and the rest. I have the list from the Interface Zero and SWADE books, so I'll try to come up with something. And by the way, the numbers do change a little from the books, but not much.
    Once I have it working for other categories of guns and not only pistols, I'll likely update it as part of this project >>98803766 though I do need to errata the guns in it now that I have this calculator.
    >>
    >>98888221
    I meant this project >>98817559 >>98817542
    There was only a prerelease in >>98803766 , no github project.
    >>
    >>98886106
    how are they teleporting anywhere on earth? is that a savage pathfinder thing? because the basic Teleport power looks like it has a 24 inch range in my rulebook.
    >>
    >>98891523
    not him but just checked and, yeah, Greater Teleport in Savage Pathfinder is retarded broken. Sure, it's a gold star so it needs the Arcane Mastery edge (Veteran), but Veteran is only advancement 8. It does look game breaking.
    >>
    >>98893954
    >>98891523
    It's from Fantasy Companion. Which is basically a copy-paste of Savage Pathfinder, or vice-versa. And yeah it just kind of ruins the setting. Why would any higher-tech transportation exist when we can just....teleport?
    >>
    What are some good magic items that Novice players can find in a lich's hoard?
    >>
    >>98893954
    How do you determine what direction the 2d6x10ft is? Could it be underground or straight up or whatever?
    >>
    >>98897018
    SWADE is for homebrew my dude. But I'd give a novice, at best, an artifact that provides a +1 or +2 modifier, or a +1 dice roll, to some skill in particular. A trait if you're feeling generous, a derived stat like toughness or parry if you're feeling magnanimous. 2 or 3 of them if you're sucking your player's dick.
    That said, Savage Pathfinder has a bunch of artifacts in the core rulebook, advanced players guide, and companion.
    >>98897048
    If you're being a cunt to your players I guess jej
    >>
    >>98897226
    >If you're being a cunt to your players I guess
    You consider the spell game breaking, but you're willingly ignoring a massive risk factor written into the spell. To me that spell reads "get a raise or have a plan for what happens if you end up 100 ft in the air, 20 ft underground, or halfway through a wall". It puts a real limit on overuse.
    >>
    Is dungeon-crawling a thing in Savage Worlds?
    >>
    >>98901640
    Delving into ancient tombs/ruins for the McGuffin is a staple of the pulp genre, but I'd do a dungeon as 1 or 2 combats and a dramatic task rather than the attritional style of play with random encounters and torch-tracking
    >>
    >>98902811
    Any good examples from a published SW product I can look to as a guide?
    >>
    SW has the same martials vs casters problem as DnD, even if it's not as much about pure power discrepancy because SW Casters are neutered cucks. SW martials are just boring. There's not even Tome of Battle equivalent to make any of them more complex and interesting.
    >>
    >>98902992
    NTA but savage pathfinder has plenty of stuff.
    >>
    >>98901640
    I ran a pretty fun point crawl in a mine that had cracked into a demons lair for my Deadlands campaign. And a dimensionally crashed Mi-go ship that had some fucky gravity. Like the other anon said, a savage world dungeon is less a d&d style maze to explore, and more 2 or 3 puzzle/skill rooms and 2 or 3 fight rooms.
    >>
    >>98903002
    The advantage of SWADE is, it's so easy to homebrew, fuck. You wanna make a martial artist interesting? Create balanced edges or powers that make sense to you as a GM. Hell, rewrite your whole powers list too while you're at it, removing what you don't want and adding or balancing what you do.
    >>
    >>98903096
    >And a dimensionally crashed Mi-go ship that had some fucky gravity.

    That sounds fun, how did you do it? I feel like I always want to do these whacky dungeon ideas but then it all goes down like a lead ballon, either I'm shit at presenting them or my playoids are dumb, not sure which
    >>
    >>98903241
    Honestly, if in recalling correctly, the trip to the ship actually ended up taking longer than the ship itself, i think they kind of ended up speed running it and didn't interact the way I expected lol. The mines ended up being a lot more fun, they were overrun with lava and ghosts and they fought a cult and the tongue of a giant god at the end
    >>
    >>98903259
    Well now I wanna know more about the mines. How was a tongue the big bad?
    >>
    >>98893954
    >Crit fail
    Get walled, faggots.
    >>
    >>98904108
    It was more of an environmental hazard for the fight, but I was inspired by the Centralia mine fire, so it was a mine that basically dug to close to the buried body of a great old one while a psychic was doing a seance in the town above and woke it up. Mine fire/collapse, tons of people died, the psychic fled (thinking she was solely responsible) and the people left were *changed*. In the scope of my campaign, the players needed the psychic to figure out the ritual they needed to stop Carcosa from encroaching into Denver, but she was kidnapped by the cultists, who that she was the key to finish awakening their new whispering God of the depths.

    The tongue thing was just a nest setpiece. One of the main enemies in the mine were miners who had been melted together into fucked up multilimbed spider things, and hideous burnt up miners who exploded into fatigue inducing ash when they were destroyed. Fun setpiece, one of the more successful in that campaign.
    >>
    >>98904395
    Sounds dope, post more so I can steal it all for my game
    >>
    >>98796941
    Does anyone have any recommendations for either SWADE specific or easily adaptable territory control/buildup mechanics?
    I've got a craving for a rags-to-riches crime-action campaign about street gangs.
    >>
    >>98905389
    Elaborate.
    >>
    >>98905665
    Modernish street gang warfare nonsense ala GTA:SA or Saints Row.
    Taking territory, building hideouts, outfitting groups of minions. Effectively modern-day realmplay.
    >>
    >>98817559
    >>98817542
    My table played the final session of Isthmus Free Zone, finished just now. They fucking loved it, so that was awesome. Now we're moving back to AD&D2e next week for one module, and a different player got interested in the SWADE system so after that dnd module, he'll run Deadlands, fuck yeah.
    I think I'm gonna write a second volume to use the Golemmech system of Interface Zero, to play after D&D and Deadlands in a few months. Already have an overview for the first session, in Central, with a serial killer aspect throughout v2.
    >>98905984
    SWADE has a section of edges called Leadership Edges, which give support bonuses. There's also the Battle skill, which is all about strategy for mass battles, which has a whole section in the SWADE core book. Just don't use powers and you're good to go.
    As for an example of modern gang stuff, there's The Moscow Connection, which they published for free.
    https://shop.peginc.com/products/the-moscow-connection?variant=48612074127603
    >>
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    >>98907108
    >>98905984
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