Search found 317 matches

by galu
Thu Mar 16, 2017 1:35 pm
Forum: SW General Chat & Game Stories
Topic: What's in a (skill) name?
Replies: 55
Views: 2813

Re: What's in a (skill) name?

a knowledge (Geekdom) skill would also be extremely versatile dependent on a setting where Geeks are Expected to be knowledgeable in lots of stuff. like Ghostbusters or most pre 1950's science fiction. like Fallout for example. I am not sure geeks in general are knowledgeable about stuff in general...
by galu
Tue Mar 14, 2017 9:23 am
Forum: SW General Chat & Game Stories
Topic: What's in a (skill) name?
Replies: 55
Views: 2813

Re: What's in a (skill) name?

There's no change to Common Knowledge. The new Skill represents formal knowledge or specific training relevant to the setting, but need not to be represented by various Skills (having to buy two or three Skills that are rarely used in game can be crushing). This house rule means to emulate action d...
by galu
Sun Mar 12, 2017 4:36 am
Forum: SW General Chat & Game Stories
Topic: What's in a (skill) name?
Replies: 55
Views: 2813

Re: What's in a (skill) name?

I generally don't use changes all the time on the skill list. Nowadays - while preparing a vanilla fantasy campaign - we play a historical game. (kind of three musketeers, but centered in Vienna, also a bit more grim, as lots of slavery and taking heads take place on the ottoman frontier) What we us...
by galu
Fri Mar 03, 2017 12:58 am
Forum: SW General Chat & Game Stories
Topic: Non-combat Edges/roles in SW
Replies: 33
Views: 571

Re: Non-combat Edges/roles in SW

you don't need new options for magic. there are already a lot of power and trapping options. even if you start with bolt, boost trait and healing like 90% of the power gamed arcane spellcasters out there. trappings can make your spells very different. even if you took blast, succor, and quickness. ...
by galu
Thu Mar 02, 2017 12:57 am
Forum: SW General Chat & Game Stories
Topic: Non-combat Edges/roles in SW
Replies: 33
Views: 571

Re: Non-combat Edges/roles in SW

Another aspect to this is that combat remains potentially deadly, even in the latest stages of character development. While you can become quite potent, it's usually still quite possible for a goblin Extra with a dagger to get a lucky dice run, you to get a lousy one, and suddenly you're at char-ge...
by galu
Wed Mar 01, 2017 12:44 pm
Forum: SW General Chat & Game Stories
Topic: Non-combat Edges/roles in SW
Replies: 33
Views: 571

Re: Non-combat Edges/roles in SW

and when I heard about how Savage Worlds has a focus on combat and miniatures I was a bit worried. I think I would re-phrase this. Savage Worlds is a generic system, which - without modification - does pulpy stories really well. That means that PCs are much more durable then what you are used to, t...
by galu
Sat Feb 25, 2017 3:47 am
Forum: SW General Chat & Game Stories
Topic: Multiple Actions Per Round
Replies: 11
Views: 300

Re: Multiple Actions Per Round

... ("I try a kung-fu leg sweep" "cool, roll an agility trick, if it suceeds, he is prone") Technically, that would be a Push attempt. Tricks don't normally result in anything other than a -2 Parry (and Shaken with a raise). True of course. The thing is that the player tells wha...
by galu
Sat Feb 25, 2017 3:42 am
Forum: SW General Chat & Game Stories
Topic: How can I help my players be more decisive?
Replies: 6
Views: 230

Re: How can I help my players be more decisive?

It would be good to ask then why they did this. Some teams actually like this planning phase (I played a lot of Shadowrun/Cyberpunk, and there it is quite common). While I don't like this as either a GM or a player, if they enjoy it, why not? They cannot agree. This is more problematic, and quite co...
by galu
Sat Feb 25, 2017 3:21 am
Forum: SW General Chat & Game Stories
Topic: When can you repeat failed skill checks?
Replies: 6
Views: 185

Re: When can you repeat failed skill checks?

I notice SW has no guidelines for when you can repeat failed skill checks. That is a pet peeve of mine when RPG rules leave out that very important piece of info. So, how do you handle it? try to set the stakes before the roll : "you can swing from one ship to the other, but if you miss the ro...
by galu
Sat Feb 25, 2017 3:03 am
Forum: SW General Chat & Game Stories
Topic: Multiple Actions Per Round
Replies: 11
Views: 300

Re: Multiple Actions Per Round

I'm wondering whether anyone else is experiencing this? I'm new to Savage Worlds and I'm noticing that due to the fact that players essentially have infinite actions in their turn, there's a fair amount of analysis paralysis. Do you mean that it takes too long for each player to decide what she doe...
by galu
Fri Feb 24, 2017 12:38 pm
Forum: SW General Chat & Game Stories
Topic: Non-combat Edges/roles in SW
Replies: 33
Views: 571

Re: Non-combat Edges/roles in SW

I'll be running a sci-fi game set in the Fragged Empire setting. I want to try to make viable character options that aren't combat oriented or require you to have an Arcane Background to be useful, like a mundane scientist (i.e. not a mad scientist) or what have you. Since I don't have a lot of exp...
by galu
Thu Feb 16, 2017 12:36 pm
Forum: SW General Chat & Game Stories
Topic: What's in the Slipstream manual?
Replies: 8
Views: 208

Re: What's in the Slipstream manual?

So, I'm thinking of using the Slipstream setting for a GURPS sci-fi game I'm running. I'm wondering if I can get away with just the Player's Guide, because I'm a little hesitant to buy the Slipstream Guide at $20 (PEG has spoiled me with their $10 manuals, and I'm on a budget). So I figure I can us...
by galu
Mon Feb 13, 2017 1:00 pm
Forum: SW General Chat & Game Stories
Topic: First session actual play notes and comments (reloaded)
Replies: 5
Views: 198

Re: First session actual play notes and comments (reloaded)

- Extras are weak! I guess that’s on purpose, why they are called extras in the first place. None of the bad guys in this adventure were Wild Cards, and the posse absolutely destroyed them. Depends. Ogre extras can be quite tough, especially when they soak damage with their high vigor. (GM bennies)...
by galu
Thu Feb 09, 2017 2:23 am
Forum: SW General Chat & Game Stories
Topic: Just two players
Replies: 5
Views: 285

Re: Just two players

@DHub: If you write your own adventures, it will not be a problem. Just keep in mind, that they will lack skills in some areas, even if they start seasoned. - you might want to set them up as part of a team (followers of an inquisitor, members of a thieves guild, a knight and his mentor/squire), so...
by galu
Sat Feb 04, 2017 1:58 pm
Forum: SW General Chat & Game Stories
Topic: Is there any savage worlds book that is similar to spycraft 2.0?
Replies: 5
Views: 229

Re: Is there any savage worlds book that is similar to spycraft 2.0?

>A good idea is to allow spending bennies on retconning events. - the team is in a car chase. X is spending a benny: "It's a good thing that yesterday I hacked the traffic light system" - the team wants to enter a building. Y is spending a benny: "yesterday I bribed PAco to turn off ...
by galu
Wed Feb 01, 2017 1:19 pm
Forum: SW General Chat & Game Stories
Topic: Good Edges for a non-fighting "cleric"?
Replies: 25
Views: 455

Re: Good Edges for a non-fighting "cleric"?

OK, so New Power, Power Points, likely high spirit. Healer edge! spirit linked, and you can choose some other power then heal :) FACE intimidate and persuasion is linked to spirit, which you will have high anyway. - add taunt for 2 skill points - add iron will. That's a pretty good support for front...
by galu
Wed Feb 01, 2017 2:36 am
Forum: SW General Chat & Game Stories
Topic: Is there any savage worlds book that is similar to spycraft 2.0?
Replies: 5
Views: 229

Re: Is there any savage worlds book that is similar to spycraft 2.0?

I heard Noah Walker, the Spoony One talk about it and It seemed like a really cool game to play. I want to try it out, but stick with the savage worlds system I love to use right now. Is there any good way to do this? Anybody have experience running a game similar to that in savage worlds? I think ...
by galu
Wed Feb 01, 2017 2:26 am
Forum: SW General Chat & Game Stories
Topic: What's a good adventure/one-sheet/module for new players?
Replies: 8
Views: 314

Re: What's a good adventure/one-sheet/module for new players?

How you ya'all prep for sessions? It seems handy to review relevant edges, etc but aside from that pretty straight forward. In our group there is a kind of agreement, that they can do whatever they want, but since I don't have unlimited free time, we agree after a game night what they will be doing...
by galu
Wed Jan 25, 2017 2:21 pm
Forum: SW Home-brew Settings & Conversions
Topic: House Rules for Fire-Arms; "No Power Points" Ammo
Replies: 4
Views: 185

Re: House Rules for Fire-Arms; "No Power Points" Ammo

Sounds good. Also very similar to what I use. Weapons come with ammo represented by a die. Rare rounds (sniper, plasma, silver), or ammo for auto weapons is d4 or d6, not rare ammo is d6 or d8 (depends on scarcity) Single-Shot: fine, see below Double-Tap/Three-Round burst/full-auto: spend an action ...
by galu
Tue Jan 24, 2017 3:34 pm
Forum: SW General Chat & Game Stories
Topic: What's a good adventure/one-sheet/module for new players?
Replies: 8
Views: 314

Re: What's a good adventure/one-sheet/module for new players?

If the players don't hate Indiana Jones (unlikely, but you never know), start with "The Eye of Kilquato".

Works like a charm!

Go to advanced search