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Savage Worlds vs DnD 5e
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<blockquote data-quote="Retreater" data-source="post: 9296859" data-attributes="member: 42040"><p>I think there's a big span. You have Extras - which are really simple (think Minions) and then you can have Wildcards which are as complex as Player Characters with potential spells, feats, and special equipment. </p><p>Another added complication is the death spiral, tracking wounds and remembering to apply penalties to die rolls and speed. And then you have a damage reduction style defense that you have to add Toughness and Armor, but deduct the armor piercing of the weapon, then divide the amount by four to see how many Wounds are actually applied. Then you can make Soak rolls to negate Wounds.</p><p>For my group, combats proved longer and more complicated than 5e. </p><p>Savage Worlds isn't a bad system, but it's certainly not (IMO) "fast" or "furious." As a system, it's at least as rules complex as 5E - perhaps moreso because of the optional setting dials and knobs.</p></blockquote><p></p>
[QUOTE="Retreater, post: 9296859, member: 42040"] I think there's a big span. You have Extras - which are really simple (think Minions) and then you can have Wildcards which are as complex as Player Characters with potential spells, feats, and special equipment. Another added complication is the death spiral, tracking wounds and remembering to apply penalties to die rolls and speed. And then you have a damage reduction style defense that you have to add Toughness and Armor, but deduct the armor piercing of the weapon, then divide the amount by four to see how many Wounds are actually applied. Then you can make Soak rolls to negate Wounds. For my group, combats proved longer and more complicated than 5e. Savage Worlds isn't a bad system, but it's certainly not (IMO) "fast" or "furious." As a system, it's at least as rules complex as 5E - perhaps moreso because of the optional setting dials and knobs. [/QUOTE]
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