Savage Worlds - Adventure Edition

E-Rocker

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Another thing that was revised from the previous edition is the Mass Battles rules. I haven't used either version, but based purely on reading them, the SWADE Mass Battles rules seem more streamlined to me.
 

Tommy Brownell

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The big difference between this one and previous versions is that heroes have more options for influencing the battle. Just like non-combat characters got more useful in general in this edition.
 

Vargas

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Since you asked for opinions . . .

I've played SW as a con one-shot and in two "campaigns" and honestly it's never done anything for me. I can't think of anything specific at this remove except it just seemed to fall flat, nothing about the system stood out for me.
 

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Another change that I like: they made Double Tap an Edge, rather than a property that some weapons have.
 

Chris Brady

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Another change that I like: they made Double Tap an Edge, rather than a property that some weapons have.
i never noticed that. Good catch. Most of the time, I was just allowing DT as a player thing.

I've got a couple of gun users in my games. And although they are willing to subsume some of their knowledge for the enjoyment of the Pulp aesthetic, the Mack Bolan the Destroyer one-shot game I ran back when we had the first Edition, it came up and it was pointed out that with training you can double top most automatic pistols.

I should do something with that 'setting' some time...
 

E-Rocker

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I've got a couple of gun users in my games. And although they are willing to subsume some of their knowledge for the enjoyment of the Pulp aesthetic, the Mack Bolan the Destroyer one-shot game I ran back when we had the first Edition, it came up and it was pointed out that with training you can double top most automatic pistols.
One of my players has target shooting as a real-life hobby, but she does a really good job of playing a character who is clueless about guns. It amuses me.
 

dbm

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Savage RIFTS coming to Fantasy Grounds!

 

Brock Savage

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One of my players has target shooting as a real-life hobby, but she does a really good job of playing a character who is clueless about guns. It amuses me.
That is bro-tier roleplaying right there. In my 20's and early 30's about half of the people I played with were former military and roughly half of them had combat experience. At a certain point you kinda roll your eyes when every goddamn character is an expert on small unit tactics regardless of background. I admire someone who can go the extra mile and deliberately ignore some of their own knowledge.
 

Baulderstone

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The big difference between this one and previous versions is that heroes have more options for influencing the battle. Just like non-combat characters got more useful in general in this edition.
That's good to hear. My biggest concern about the weakening of the Shaken condition in recent editions was that shaking an opponent with tricks was one of the best tactics for non-combat-skilled characters. I'm glad they have found ways to balance that.
 

E-Rocker

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When SWADE came out, I was initially rather put off by PEG publishing a $40 core book vs. the SWDEE $10 core book. That $10 price tag was a not-insignificant factor in choosing SW as my go-to game for my first campaign. However, the quality of the $40 SWADE book as a physical item is quite good. Nice binding, durable cover, good color, etc. And the SWADE core rules are $10 in pdf format, so one can still get started with the game for ten bucks. Just not in dead-tree format.
 

E-Rocker

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One thing I find a bit odd about SWADE is that there's a sidebar on p. 34 talking about how they left out the charts of comprehensive modifiers in favor of more GM discretion; however nearly all the modifiers from the previous edition are still there in the text of the book.

I'm okay with either approach, but to me it feels like they said they're taking a new approach, but didn't really commit to it.
 

Tommy Brownell

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One thing I find a bit odd about SWADE is that there's a sidebar on p. 34 talking about how they left out the charts of comprehensive modifiers in favor of more GM discretion; however nearly all the modifiers from the previous edition are still there in the text of the book.

I'm okay with either approach, but to me it feels like they said they're taking a new approach, but didn't really commit to it.
Eh, not really. It specifically called out Stealth and Tracking (now Survival) and the tracking modifier text was distilled down to a +4 and -4 example. The Stealth text added a few of the examples from the old table, but wasn't comprehensive.

This was the middle ground. Because if i know anything about the vocal Savage Worlds fanbase, it's that they like to badmouth D&D, but then demand hard coded situational clarity on the level of 3.5.
 

E-Rocker

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SW has more modifiers than I really desire, but I try to run the game as RAW as possible.
 

Baulderstone

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When it comes to modifiers, I always think back to the advice in Unknown Armies to just come up with one comprehensive modifier for the situation, not to stack a whole bunch of modifiers. If a PC is brawling on a steep, muddy hillside at night while a little drunk, just come up with one big negative modifier that encapsulates all of that. Don't bother spending time to calculate (Steep -2) + (Muddy -2) + (Dark -4) + (Mild Intoxication -1) = -9.
 

Brock Savage

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One thing @Baulderstone reminded me of was how perfect SW was for managing henchmen, minions, retainers, etc. Each player could have a follower or three without slowing down gametime. Savage Worlds is king when it comes to managing a lot of NPCs.
 
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