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Savage Worlds vs DnD 5e
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<blockquote data-quote="aramis erak" data-source="post: 9297510" data-attributes="member: 6779310"><p>There's literally no ability that can't be nerfed by good rules... damage rolls can open end, too.</p><p></p><p>The length largely matters by average damage vs average toughness (including armor); if they're close, expect a slog until someone open-ends a damage roll.</p><p></p><p>Much simpler, at least for core and deadlands. Not many have more than 3 special abilities, and they're mechanically pretty consistent. </p><p>GIven that many are also minions, not wildcards...</p><p></p><p>If a minion has a toughness higher than the party's average damage, it's only one lucky hit needed. If a wildcard does, it requires 3 lucky hits...</p><p>If a minion has a toughness significantly lower than the party's average damage, they are one-to-two hits... not a big threat ... and a dedicated combatant can mow them down. Meanwhile, a wildcard of that level of toughness is still a reasonable threat, as it takes 3 hits to put them down, AND there's a possibility to have them healed in combat and pop back up.</p><p></p><p>The most common result in combat is suppression; if you don't gang up your minions on specific PCs, they're going to be of limited use. (second suppression is a wound).</p><p></p><p>Likewise, if PCs don't concentrate fire on equal or better toughness foes, it can slog ... Hit, suppress; their turn recovers and may act, hit them again, suppress, etc. Not all of my players grasped this on their own.</p><p></p><p>It's well suited to minis on ungridded maps, and uses a default assumption of 1" = 6' or 1"=2m. A little sloppy, but works well. I instead used 3/4" = 6', because of space issues.</p><p></p><p>I'll note that I had a 20 mook & 1 wildcard vs 6 PCs fight, and it took less than an hour. The pacing was far faster than D&D, and the needing to listen for one's initiative helps with downtime engagement.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9297510, member: 6779310"] There's literally no ability that can't be nerfed by good rules... damage rolls can open end, too. The length largely matters by average damage vs average toughness (including armor); if they're close, expect a slog until someone open-ends a damage roll. Much simpler, at least for core and deadlands. Not many have more than 3 special abilities, and they're mechanically pretty consistent. GIven that many are also minions, not wildcards... If a minion has a toughness higher than the party's average damage, it's only one lucky hit needed. If a wildcard does, it requires 3 lucky hits... If a minion has a toughness significantly lower than the party's average damage, they are one-to-two hits... not a big threat ... and a dedicated combatant can mow them down. Meanwhile, a wildcard of that level of toughness is still a reasonable threat, as it takes 3 hits to put them down, AND there's a possibility to have them healed in combat and pop back up. The most common result in combat is suppression; if you don't gang up your minions on specific PCs, they're going to be of limited use. (second suppression is a wound). Likewise, if PCs don't concentrate fire on equal or better toughness foes, it can slog ... Hit, suppress; their turn recovers and may act, hit them again, suppress, etc. Not all of my players grasped this on their own. It's well suited to minis on ungridded maps, and uses a default assumption of 1" = 6' or 1"=2m. A little sloppy, but works well. I instead used 3/4" = 6', because of space issues. I'll note that I had a 20 mook & 1 wildcard vs 6 PCs fight, and it took less than an hour. The pacing was far faster than D&D, and the needing to listen for one's initiative helps with downtime engagement. [/QUOTE]
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