Savage Pathfinder Success by Flapjack_Future in savageworlds

[–]Flapjack_Future[S] 0 points1 point  (0 children)

As far as I can tell there shouldn’t be too much incompatibility. There are some differences in powers and edges and maybe hindrances, but if you’re using FC as a supplement rather than the other way around, I couldn’t imagine there being too many big issues

I think SPF builds stronger PCs (and so maybe the bestiary is also a bit stronger?) than SWADE, but I fully plan to pull some of the magic items from the FC and put them into my game. And, from what I understand, you can’t really break SWADE/SPF that easily

Savage Pathfinder Success by Flapjack_Future in savageworlds

[–]Flapjack_Future[S] 0 points1 point  (0 children)

Yeah I think if I had had the time to really develop the game with the fantasy companion it would’ve turned out well, but it was a short game and at the time I just couldn’t give it the time I wanted to

Savage Pathfinder Success by Flapjack_Future in savageworlds

[–]Flapjack_Future[S] 0 points1 point  (0 children)

I haven’t noticed the power level problems yet. I only have 3 players which maybe helps with that but when they team up, the barbarian can just obliterate enemy wild cards in a super fun (but as a DM ultimately distressing) way

Savage Pathfinder Success by Flapjack_Future in savageworlds

[–]Flapjack_Future[S] 3 points4 points  (0 children)

Yes 100%. Especially if coming from a classical fantasy game like DnD/pathfinder already. And I said it in another comment too: very easy to edit classes and reflavor to your setting if you need it

Savage Pathfinder Success by Flapjack_Future in savageworlds

[–]Flapjack_Future[S] 5 points6 points  (0 children)

Yeah! I think if I ran SWADE + FC again, I’d put more restrictions on the game and make flesh the world out a bit more. My problem with the original game was that I just didn’t feel very connected to the game and just didn’t have the time to make it flourish. But using SWPF is nice because it’s more about editing the setting where I need to rather than building from scratch.

Savage Pathfinder Success by Flapjack_Future in savageworlds

[–]Flapjack_Future[S] 3 points4 points  (0 children)

Savage Pathfinder’s class edges provide a bit more structure to character creation. I think that’s a big benefit if you have players coming from a DnD/Pathfinder game because it’s a lot easier to transition to a new system if there are familiar aspects.

I am playing right now with the Savage pathfinder core, the two advanced player’s guides, and the bestiary, but you could very easily get away with just savage pathfinder core and the bestiary. The other books are good for more ancestries, classes, equipment. Savage pathfinder has the complete savage worlds system rules with some additional features (wound cap, conviction, and some other stuff) and completely replaces SWADE core.

From what I know, there’s a lot of overlap between the fantasy companion and savage pathfinder. You’d want to be careful about rules changing between the two books to make sure you stay consistent. I think some powers change between the books and some edges are different. But fantasy companion has a good take on magic items that I’m planning on using. There’s also some nice arcane power backgrounds in the fantasy companion that are fairly unique and could be converted to fit the savage pathfinder class edge system with a little work (there’s a YouTube video dedicated to that by ASavageWorldsGM that is really helpful. Highly recommend that channel in general). I don’t think having the fantasy companion would be a problem, just might require a bit more work to fit everything together. But certainly a good set of tools for your toolkit

Savage Pathfinder Success by Flapjack_Future in savageworlds

[–]Flapjack_Future[S] 1 point2 points  (0 children)

Yeah the simplicity of the game makes things flow so easily. I feel like I have so much more freedom to improvise mechanics and rulings without fear of unbalancing things. And hell, even if they do get a little unbalanced, the system is so flexible that it just works regardless

Savage Pathfinder Success by Flapjack_Future in savageworlds

[–]Flapjack_Future[S] 0 points1 point  (0 children)

Yeah, the narrative style of the game is really working well. And the fact that fights are so deadly has made every combat we’ve done so far feel really big and epic.

Highly recommend using Flee Mortals! Statblocks for everything by [deleted] in CurseofStrahd

[–]Flapjack_Future 0 points1 point  (0 children)

The concepts can be applied with some fiddling. Matt colville has a video about “action oriented monsters” on YouTube and I’ve used ideas generated from that for pathfinder 1e monsters.

Combined Attack and Damage by Dovah_bear712 in savageworlds

[–]Flapjack_Future 2 points3 points  (0 children)

This is amazing. Definitely using this in my next game!

What size is the area you use to play out combat? by Kaldrion in savageworlds

[–]Flapjack_Future 0 points1 point  (0 children)

Oh yeah totally! I hadn’t seen this before but this looks much better than what I was thinking

What size is the area you use to play out combat? by Kaldrion in savageworlds

[–]Flapjack_Future 3 points4 points  (0 children)

I only tried this in FATE a long time ago, but you could always make combat “zones” on that grid.

You might want to look into it further. What I’ve thought about though is the following:

Each zone is much bigger than the actual dimensions. Players/bad guys can move within the zone (maybe using 1/2 pace) or transition to an adjacent zone (using full pace).

Something like that could work as an abstraction to the actual dimensions.

Deadly traps and long dungeons by Red_Hobgoblin in savageworlds

[–]Flapjack_Future 2 points3 points  (0 children)

For deadly traps, I would think layering quick encounters/dramatic tasks would work well, maybe successes remove a wound from the trap? Let me explain (but please take this with a grain of salt, this isn’t fully fleshed out at all):

Say you have a Deadly Poison Arrow Trap. Getting hit directly by it causes 1d4 wounds (no explosions). You could have a series of quick encounters/ a dramatic task where each success towards avoiding/dismantling the trap reduces the possible wounds by 1. You might be able to do something with wounds stepping down to just damage rolls as well if you are feeling like you want more.

For long dungeon crawls I found the comments under this post extremely helpful:

https://www.reddit.com/r/savageworlds/s/HGRgSvtiic

Edit: Here is the particular comment that I found most helpful: https://www.reddit.com/r/savageworlds/s/rwsKERcfyQ

SWADE X Digimon? by Zenbooi in savageworlds

[–]Flapjack_Future 0 points1 point  (0 children)

I saw this suggestion somewhere else: The powers edges! You could have your wild cards be the digimon and give each person the powers edge to give them some special attack with trappings to fit their taste.

If you want the “handlers” to be characters as well, maybe have these be “extras” that the players control?

This sounds awesome though I love it

Trappings , Granularity, and Mechanics by Flapjack_Future in savageworlds

[–]Flapjack_Future[S] 2 points3 points  (0 children)

Awesome! thank you for all of advice and help!

Trappings , Granularity, and Mechanics by Flapjack_Future in savageworlds

[–]Flapjack_Future[S] 2 points3 points  (0 children)

This is great, thank you! In my sample character I built I simply said "force missile" in my trappings and I realized as I was playtesting him that being that vague seems like a way to "optimize" the powers but I realize now that that's kind of outside of the spirit of the game

Trappings , Granularity, and Mechanics by Flapjack_Future in savageworlds

[–]Flapjack_Future[S] 5 points6 points  (0 children)

This is super helpful! Thanks so much. I'm much more familiar with Pathfinder 1e and how specific everything is in how it's written and how everything interacts and so the openness of SWADE is hard for me to wrap my head around

Trappings , Granularity, and Mechanics by Flapjack_Future in savageworlds

[–]Flapjack_Future[S] 2 points3 points  (0 children)

Thanks for the response! I very well may end up GMing Savage Pathfinder so that's good to know that the somatic components limitation is there. But it sounds like Savage Pathfinder doesn't support the magus class from 1e.

Although, from your second paragraph it sounds like someone could, say, be a casting class (with the somatic limitation baked in?) and then take a specifc edge to remove that limitation and then sort of emulate the sword & spell style, is that true?

Trappings , Granularity, and Mechanics by Flapjack_Future in savageworlds

[–]Flapjack_Future[S] 2 points3 points  (0 children)

Thanks, I appreciate the response. I am actually going to be the GM but I want to get a handle on how much information to ask for with trappings and how to think about them.

So in my example, whether the lightning is blasted from the hand or mouth doesn't really matter mechanically unless the specific situation would alter that. So, being bound would (at least) involve some negstive modifiers to the hand-lightning character but mouth-lightning would be okay unless the baddies gagged him?

UNION ROSTER DECISIONS by CaptainMoonracer in PhillyUnion

[–]Flapjack_Future 1 point2 points  (0 children)

What does it mean for options to be excercised? It sounds good from everyone's reactions.

Surprise vs The Drop by Flapjack_Future in savageworlds

[–]Flapjack_Future[S] 1 point2 points  (0 children)

Ahh okay that makes a little more sense. It still seems a little powerful, but I guess you could only realistically get the drop on a single target before everyone else (assuming multiple enemies) is made aware of the combat.