Savage Worlds - Things for me to Remember

aramis erak

Legend
That's the Adventure edition, right? If so, I'm set. I have some of the older books and have run into a few differences.
Yep, it is. But the edition differences are pretty mild. They ripped out Guts several editions earlier (like about 10 years prior, and it was still a sidebar in the most recent revision of Deluxe... and SWADE makes note of the skill changes on page 30.
 

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See attached. Also there are a couple of good combat cheat sheets available. Just google it and you’ll find one you like.
 

dbm

Savage!
Supporter
That's the Adventure edition, right? If so, I'm set. I have some of the older books and have run into a few differences.
Yes, but… the very latest version of the rules is the fifth printing of SWADE which has the latest errata included. If you have the rules in PDF you should have them. If not, the errata an be downloaded here.

A couple of additional points I would add to the advice you have already been given.

First, ‘initiative card superiority’ is a thing in our experience. Whichever side in an encounter is drawing more cards per round (the PCs or their opposition) is more likely to end up with a Joker. It is a marginal difference but it does tell in the longer term. If you structure your encounters so that the opposition are drawing fewer cards for initiative each round you will subtly tip the odds in the direction of the players.

Second, combat is dangerous no matter how many advances a character has, so avoid ‘filler combats’. D20 games need filler combats to whittle down PC resources and make the later fights more challenging. Savage Worlds doesn’t have this same ablative resource model so you don’t need to do this. If you need to have minor combats because they make narrative sense use the ‘Dangerous Quick Encounter’ rules instead of the full combat system. That will allow you to mechanically resolve the encounter based on the stats of the PCs while significantly reducing the chance of a random mook one-shotting a PC.
 

cbwjm

Seb-wejem
Yes, but… the very latest version of the rules is the fifth printing of SWADE which has the latest errata included. If you have the rules in PDF you should have them. If not, the errata an be downloaded here.

A couple of additional points I would add to the advice you have already been given.

First, ‘initiative card superiority’ is a thing in our experience. Whichever side in an encounter is drawing more cards per round (the PCs or their opposition) is more likely to end up with a Joker. It is a marginal difference but it does tell in the longer term. If you structure your encounters so that the opposition are drawing fewer cards for initiative each round you will subtly tip the odds in the direction of the players.

Second, combat is dangerous no matter how many advances a character has, so avoid ‘filler combats’. D20 games need filler combats to whittle down PC resources and make the later fights more challenging. Savage Worlds doesn’t have this same ablative resource model so you don’t need to do this. If you need to have minor combats because they make narrative sense use the ‘Dangerous Quick Encounter’ rules instead of the full combat system. That will allow you to mechanically resolve the encounter based on the stats of the PCs while significantly reducing the chance of a random mook one-shotting a PC.
Cool, thanks for letting me know about the errata, I've checked and I have downloaded the latest version. I actually thought I hadn't updated it since it first came out, but it looks like I've got the 5th printing in my dropbox.

I'll have a look at the dangerous quick encounter rules, I don't expect it to come up but it might be worthwhile having the rules in my back pocket. I'm planning on only drawing a single card for the enemies (a handful of Klingons, and later a bird of prey) for the actual planned battles so the players should have better luck drawing jokers (actually, this reminds me, I need to check if I do have a deck of cards, pretty sure I have some in my games cupboard).
 

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