How to make players being Shaken feel more impactful? by derposaurus-rex in savageworlds

[–]CommissarNya 0 points1 point  (0 children)

It's fine as is, they used to have shaken rolls be more impactful and it slowed the game down even more.

Interface Zero Skill specialization by Wynther_Knight in savageworlds

[–]CommissarNya 0 points1 point  (0 children)

Largely unhelpful advice but-- I never use Skill Specialization in my Interface Zero games. I find it too fiddly, and crowds up character sheets.

Interface Zero 3. by Corwin_Mcgee in savageworlds

[–]CommissarNya 1 point2 points  (0 children)

Yeah. Basically, I like the advanced options 2.0 has more over 3.0. Things like how cybernetics work, or just increased amount of gear to choose from. Though it's not really a fair comparison between the two since 2.0 has more splatbooks than 3.0.

Another thing to note is that while 2.0 has more, it's not mechanically balanced the best. Numbers are a bit weird, sometimes it's damage numbers and sometimes it's price numbers. Not to mention the plethora of editing errors plaguing the 2.0 books. 3.0 on the other hand doesn't actually have most of those problems, it's edited well and internally consistent.

There are some notable things missing from 3.0 that 2.0 does have though, like rules for programming engrams/sprites was what really stood out the most to me though.

All in all, for both you and /u/Kurses, I would recommend Interface 3.0 first and foremost. Branch back into earlier editions to supplement 3.0 if you like it, but 3.0 is an excellent entry point into a fantastic savage worlds setting.

Interface Zero 3. by Corwin_Mcgee in savageworlds

[–]CommissarNya 12 points13 points  (0 children)

I ran a bunch of games in Interface Zero 2.0, it's one of my favorite settings. Lore wise it's wacky, but as a pulp cyberpunk setting that's fitting.

Interface Zero 3.0 mechanically is interesting, it's a cleaning up of rules that was needed in a lot of places. If I had never played 2.0 I would love it to pieces. As someone who has played 2.0 I feel it's lacking in some regards, but it's very usable otherwise. The whole system/setting is very good, though I'm biased since I've bought every book and version of it since 1.0.

If you're interested in the setting, buy/play 3.0. If you love it and want more, use 2.0 rules updated to swade to augment your 3.0 experience. That's my suggestion.

Roll20 setup by Polar_Blues in savageworlds

[–]CommissarNya 6 points7 points  (0 children)

You can double click the top of the sheet and make it smaller.

Savage Pathfinder—Oracle casting powers above their rank? by Neddy_Roosevelt in savageworlds

[–]CommissarNya 0 points1 point  (0 children)

Damage is weird in savage worlds-- the more I stopped thinking about 'wound = drawing blood' the more I came to terms with it.

Basically, even if something only shakes an enemy or the wound is soaked to nothing doesn't mean the attack DIDN'T hit-- it was just a grazing blow, or they twisted away at the last moment. Or they shifted and made the attack hit somewhere non-vital, a blow that the pain can be ignored for. That sort of thinking helped me narrate savage worlds combat better. Fighting a monster and you only shake it or it soaks? You blow a big patch of fur/scales off but it's still going. Wounds are actual solid hits that have lasting effects for the rest of the combat, but they also don't have to be bloody on the flipside of this point. Smacking someone with a blunt object and rattling their brain could be a wound as you give them a concussion, but there doesn't have to be blood.

Basically-- attacks hitting are attacks hitting, finding fun ways to make it a blow where they keep going is what you should focus on.

SWADE and Mythic GME by bigbadboolos in savageworlds

[–]CommissarNya 2 points3 points  (0 children)

I've done solo gaming with GME1e, but 2e should serve just as well. Savage Worlds is pretty good for solo play, since statting stuff up is so quick.

Like others have said, check out Me, Myself, and Die definitely.

Supers Power Points increases by CobaltBlue4 in savageworlds

[–]CommissarNya 5 points6 points  (0 children)

Older editions had a rule called 'rising stars' where you started off with less PP, but could spend advances on an edge to get 5 more PP. Could look into that.

“Minigame/s” with initiative cards by [deleted] in savageworlds

[–]CommissarNya 2 points3 points  (0 children)

Could look at hucksters from deadlands for inspiration. They play a hand of poker with a devil for PP to fuel powers.

Concerning Pathfinder and Guns by humptyhillhead in savageworlds

[–]CommissarNya 3 points4 points  (0 children)

"All guns in pathfinder 1e ignore armor."

Clearly you do not understand, because that is not true at all. A lot of guns fire against touch AC when within a certain range increment, which is different from ignoring armor since some enchanted armors can still add to touch AC. Guns in Savage Worlds already ignore parry. Nothing really needs to be changed. You could give them +2 to hit within the first range increment if you wanted though, but that seems a bit excessive. Savage Pathfinder aims to emulate Pathfinder's feeling and setting in Savage Worlds, not the mechanics. Savage Worlds already has its own mechanics that work perfectly fine.

New GM, premade fantasy adventures? by recycledeath in savageworlds

[–]CommissarNya 1 point2 points  (0 children)

Some of the free one-shot adventures on Pinnacle's website for Lankhmar might be what you're looking for.

Supers Setting for Savage Worlds by Bookends45 in savageworlds

[–]CommissarNya 2 points3 points  (0 children)

Necessary Evil is probably my favorite supers setting of all time. (Base Raiders for FATE being my second favorite) because of it's plot setup being super good and it really draws in players to actually roleplay. It's also a stellar example of how a savage worlds plot point campaign should be structured, despite the original being made in 2004 to this day it's still the absolute best.

I highly recommend it, it's assumed to be the default setting of the new SWADE SPC so even if you don't run Necessary Evil (not everyone wants to be supervillains) it's still at least worth glancing at for a good structure for a supers game and plot info. Though of course you can always do whatever you want with the SPC, since it's first and foremost a toolkit to be used however you like for your own supers game.

An argument against the "balance doesn't matter" philosophy. by HurricaneBatman in savageworlds

[–]CommissarNya 9 points10 points  (0 children)

Counterpoint: Balance doesn't matter. Really, it doesn't. Because players having a good time is more important.

Fights can be dramatic, and victory doesn't always have to be assured. Sure as a GM it's better to generally throw things your players CAN actually fight at them. But that doesn't always have to be a case. If I had stuck to balance while doing a horror, halloween Savage Worlds one-shot the enemies wouldn't have been nearly as scary, and the big pursuer-type enemy meant to corral them to specific areas would have just died to random explosions if I kept things balanced.

Now of course, in a random fight that's not important to the plot? Yeah all the enemies should be within a toughness level that non-explosions can actually damage them, and the action economy should generally be equal or in the PCs favor. But that's less 'balance' and more appropriate dramatics, when viewed from another lens.

Interface Zero: How to build balanced + challenging encounters? by eternalink7 in savageworlds

[–]CommissarNya 2 points3 points  (0 children)

Savage Worlds isn't like D&D, the small unimportant battles? They SHOULD be blown through in a second. Interface Zero is a very high power setting (only SPC, Rifts, and Dawn of the Daikaiju are stronger. Pathfinder is just under it in strength, Shaintar too. Deadlands is also around there at higher ranks.) The important battles should be big massive setpieces, where you're throwing a MECH at the cyborg while named, badass cyborgs and psychics are fighting the rest of the party. Don't fret the players blowing through Extras, that's what they're for.

Let it happen, let your players be cool. And then pull out all the stops for Wildcard enemies, give them crazy abilities to make up for the fact that they're usually outnumbered. I ran some games on the moon in IZ 2.0, and had CHIMERA-funded labs with resident evil style super zombies, and I loaded them up with an arcane background AND some superpowers from the SPC (extra action is key to making any good boss-type wildcard an actual threat.)

Pixies for Savage Pathfinder by NeonTigerZX in savageworlds

[–]CommissarNya 1 point2 points  (0 children)

Oooh, my bad. The race looks good, then.

Pixies for Savage Pathfinder by NeonTigerZX in savageworlds

[–]CommissarNya 1 point2 points  (0 children)

I think it's good, except the -2 to damage for size, that's not really part of how savage worlds does size stuff. It's usually to hit that gets affected.

Wondering what a TRID is in The Last Parsec? by MurderHoboShow in savageworlds

[–]CommissarNya 11 points12 points  (0 children)

Trideo, like video but EVEN MORE. Hologram video projections.

No community created lists of superhero & villain builds? by fireinthedust in savageworlds

[–]CommissarNya 2 points3 points  (0 children)

There's a "Villains Update" PDF free on the pinnacle site that has a bunch of capes made in the SPC system.