• Seeker of Carcosa@feddit.uk
    link
    fedilink
    English
    arrow-up
    18
    arrow-down
    1
    ·
    1 year ago

    Savage Worlds does this right with wounds. Anything under a great success leaves the character shaken, so that they must save of lose their turn. Every wound is a cumulative -1 on all rolls. 4 wounds and you’re out of the fight.

    • Wogi@lemmy.world
      link
      fedilink
      arrow-up
      10
      arrow-down
      1
      ·
      1 year ago

      Oh boy does it make battles feel more epic.

      Savage worlds does a lot to help with that, honestly. The cards at the start of each session help shake every game up too.

      • Seeker of Carcosa@feddit.uk
        link
        fedilink
        English
        arrow-up
        12
        arrow-down
        1
        ·
        1 year ago

        I’m really singing its praises here, but I really love the classless edge system of Savage Worlds. I’ve never come up against the problem I have with other RPGs where I have to force the mechanics to fit my concept. Want a plate armoured wizard? 2 edges, playable as a beginner character.

        • Wogi@lemmy.world
          link
          fedilink
          arrow-up
          7
          ·
          1 year ago

          I also love the trappings mechanic.

          You want your spells to look like a dude’s just throwing cards extremely hard? That’s just how you work baby.

        • jjjalljs@ttrpg.network
          link
          fedilink
          arrow-up
          7
          arrow-down
          1
          ·
          1 year ago

          That sounds neat. I am so completely bone tired of the “my character comes online at 6th level” dndism. It doesn’t have to be that way! You can have fun now, not in six months!

          • Seeker of Carcosa@feddit.uk
            link
            fedilink
            English
            arrow-up
            6
            ·
            1 year ago

            Please give it a spin if you haven’t already. Game mechanics need not be constrained to die roll plus modifier. Probably my favourite mechanic is that your level of aptitude in a skill is repesented by the size of die you roll. Also, Savage worlds were doing rerolls for good roleplay in the form of bennies for a few years before D&D dreamed up advantage and inspiration.

            • jjjalljs@ttrpg.network
              link
              fedilink
              arrow-up
              5
              ·
              1 year ago

              It’s been recommended to me a bunch. It’s on my list, but after Fate. I really want to have a solid game of Fate, but unfortunately I am not yet a grandmaster of Time.

              • acockworkorange@mander.xyz
                link
                fedilink
                arrow-up
                3
                ·
                1 year ago

                I’ve played and briefly GM’d both. They share a lot of stuff while feeling completely different. Savage Worlds is wild and unpredictable, with some narrative control in the hands of the players. FATE is a lot more predictable, with a strongly centered bell curve on rolls and higher narrative control with the players. I love both for different reasons.