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Savage Worlds vs DnD 5e
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<blockquote data-quote="grimmgoose" data-source="post: 9297026" data-attributes="member: 7042183"><p>I love <em>Savage Worlds; </em>it is bar-none the GM-friendliest system out there that I have played. Everything flows so smoothly, the rules all make sense and fit within the core mechanic, and the game is built to create hype around the table.</p><p></p><p>It will be jarring come from a strict D&D style of play, though. For example, it is <em>swingy, </em>and that is intentional. Every attack roll can be deadly; your Legendary Paladin can be struck down by a goblin with a spear. It's unlikely, but intentional.</p><p></p><p>For the GM, it's important to know that <strong>tension is directly in your hands</strong>. In 5E, the DM indirectly controls tension through resource management (ie, limiting rests). Players often fight this, because they, in some cases, have control (DM-depending) on when they rest (<em>teleports, Tiny Huts, etc.)</em></p><p></p><p>In Savage Worlds, tension comes from how many Bennies (think rerolls) that the players have. You can spend a benny to reroll, or to "Soak" (prevent damage). Because of this, the DM has a greater deal of control over the tension of a session:</p><ul> <li data-xf-list-type="ul">If you want your players to feel like superheroes, hand those Bennies out like candy</li> <li data-xf-list-type="ul">If you're at the end of the session, and you want them to sweat, turn that Benny spigot off.</li> </ul><p>Savage Worlds also has more options that just combat. Pretty much everything in 5E revolves around its combat engine. Savage Worlds, on the other hand, has multiple subsystems that are honestly the best part about the game. Nothing hypes up my table like a Dramatic Task.</p></blockquote><p></p>
[QUOTE="grimmgoose, post: 9297026, member: 7042183"] I love [I]Savage Worlds; [/I]it is bar-none the GM-friendliest system out there that I have played. Everything flows so smoothly, the rules all make sense and fit within the core mechanic, and the game is built to create hype around the table. It will be jarring come from a strict D&D style of play, though. For example, it is [I]swingy, [/I]and that is intentional. Every attack roll can be deadly; your Legendary Paladin can be struck down by a goblin with a spear. It's unlikely, but intentional. For the GM, it's important to know that [B]tension is directly in your hands[/B]. In 5E, the DM indirectly controls tension through resource management (ie, limiting rests). Players often fight this, because they, in some cases, have control (DM-depending) on when they rest ([I]teleports, Tiny Huts, etc.)[/I] In Savage Worlds, tension comes from how many Bennies (think rerolls) that the players have. You can spend a benny to reroll, or to "Soak" (prevent damage). Because of this, the DM has a greater deal of control over the tension of a session: [LIST] [*]If you want your players to feel like superheroes, hand those Bennies out like candy [*]If you're at the end of the session, and you want them to sweat, turn that Benny spigot off. [/LIST] Savage Worlds also has more options that just combat. Pretty much everything in 5E revolves around its combat engine. Savage Worlds, on the other hand, has multiple subsystems that are honestly the best part about the game. Nothing hypes up my table like a Dramatic Task. [/QUOTE]
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