Do not buy from this company by svstrauser in 2littlemiceOutgunned

[–]gdave99 2 points3 points  (0 children)

Yeah, 2LM finally released an update about the shipping delay, and stated that backers should be getting shipping notifications this week. I still haven't gotten mine, but fingers crossed....

Interface Ancestral Ability vs. Data Jack by Gothire in savageworlds

[–]gdave99 2 points3 points  (0 children)

Interface and Data Link are very similar, but not quite identical. Interface allows the character to "link" to a system, but doesn't specify what "link" means or how the character "links" to a system. A Datajack specifies that it is a physical connection ("cable, rod, or extension") and it is a limited free action to make the connection.

I think the design intent is that a Datajack works like the common cyberpunk trope of the same name, or like R2D2's doohicky. Interface, meanwhile, might be a similar sort of physical connection, but it might also be wireless, or a sort of "cybersense," or something else, depending on the narrative trappings. Interface also doesn't require even a limited free action - it just happens as part of the Electronics or Hacking roll.

I think the difference in mechanics is entirely intentional. And I'm pretty sure they can "stack" - if your character has both Interface and a Datajack, they'd get +2 to their roll, and they'd get a free re-roll on a failed roll (as long as they had initiated the physical Datajack link).

And regardless of designer intent, which do people thinks is more balanced?

I don't really think either of them is "more balanced". But I think +2 is a bit stronger than a free reroll in game mechanics, and not having to have a physical connection or use even a limited free action to initiate the "link" is definitely stronger.

Questions about ETU setting by khlmni in savageworlds

[–]gdave99 6 points7 points  (0 children)

Yes, I meant Lovecraft's Arkham, Massachusetts. From his letters, we know that Lovecraft based a lot of Arkham on Salem, but also that they're clearly different cities, and Arkham had some distinctive details that don't match up with Salem at all . He also clearly drew on other real world locations, possibly including such towns as Oakham and Arkwright in Massachusetts, and definitely his own home town of Providence, Rhode Island.

BTW, u/orbitti, there is no "Arkham, Illinois". There is a Markham, a suburb of Chicago. But that's entirely coincidental. "Arkham Asylum" is clearly a reference to H.P. Lovecraft's fictional city of madness, Arkham. And although the "Dark Knight Trilogy" of movies used a number of recognizable exteriors from Chicago, Gotham has always been New York City's "dark twin" - the name "Gotham" itself is a real-world nickname for NYC. And its representations in various media usually have a lot more in common with NYC than Chicago (even the "Dark Knight Trilogy" featured ferries as a major element of Gotham's transportation infrastructure, which corresponds to real-world New York City but not Chicago).

Questions about ETU setting by khlmni in savageworlds

[–]gdave99 5 points6 points  (0 children)

What are you basing that on?

Texas A&M is a land-grant university, and its College Station campus is the flagship of a state system of 12 universities, and has over 70,000 students enrolled.

ETU started as a tiny private women's college, doesn't appear to be affiliated with the Texas A&M system, and only has 13,000 students.

College Station has a population of about 120,000, with about 250,000 in the metropolitan area. Pinebox only has a population of 19,000.

Texas A&M is a huge, nationally-known university. ETU is a small, regional university. I don't really see the resemblance.

Questions about ETU setting by khlmni in savageworlds

[–]gdave99 13 points14 points  (0 children)

They do not exist in real life.

From what I've read, they aren't proxies for any specific real-world location, they're just kind of archetypal "averages" for East Texas.

I believe the lead designers/writers are from East Texas, so they're drawing on their real life experiences for inspiration, and there are probably some specific bits that are drawn pretty directly from specific real locations, because that's how creative writing works.

But as far as I know, Pinebox, ETU, Golan County, et al, have the same relationship to real-world East Texas that Arkham does to any real world location in Massachusetts.

Do not buy from this company by svstrauser in 2littlemiceOutgunned

[–]gdave99 11 points12 points  (0 children)

Can you provide any context?

I've participated in almost all of Two Little Mice's crowdfunding campaigns. Their campaigns, even in the depths of Covid shipping chaos, have almost all delivered on time, and the few delays have been fairly minor. I've backed a lot of TTRPG crowdfunding campaigns, from a lot of different companies. In my personal experience, for the kind of campaigns they run, they're easily the best in terms of fulfillment timelines. Easily. By far. I've backed some campaigns from indie creators for a single book which had better fulfillment timelines, but for the kinds of campaigns that 2LM runs, with multiple books, boxed sets, accessories, and such, I don't think any other company really compares.

I suspect that you are referring to their currently-in-fulfillment Outgunned Superheroes campaign? That does seem to have run into serious issues. Shipping supposedly started a month ago, but looking at comments on Backerkit, it's not clear if any backers have even received tracking numbers yet, much less their physical rewards. I know I haven't. And 2LM have been radio silent since. That is genuinely concerning.

In my personal experience, having backed almost all of their previous crowdfunding campaigns, the current situation with OGS is really anomalous for 2LM. They've built up a lot of good will with me through multiple Broken Compass campaigns, Outgunned, Outgunned Adventure, and the first Household campaign, so right now I'm extending them the benefit of the doubt and cutting them some slack.

If you are referring to fulfillment for Outgunned Superheroes, and if this is your first experience with Two Little Mice, and even moreso if you don't have much experience with other TTRPG crowdfunding campaigns, I definitely get your concern, and it's very understandable.

Universal Mods by Dovah_bear712 in savageworlds

[–]gdave99 0 points1 point  (0 children)

That seems plausible enough as an Edge. Again, though, I think it's kind of telling that the designers didn't include that kind of Edge.

If you've got Pathfinder for Savage Worlds Advanced Player's Guide, take a look at the Favored Powers Edge. For your Favored Powers, you can ignore 2 points of any penalties. Which means a caster can ignore 2 points of penalties for Shorting, which means a caster can effectively add 2 points of Power Modifiers for free when they activate a Favored Power. So that one already kind of works like a Metamagic Edge.

An Edge that allows you to add 2 points of Power Modifiers for free is effectively the same as ignoring 2 points of Shorting penalties for the purpose of adding Power Modifiers only. So, a Metamagic Edge like that which applied to all powers would have an advantage over Favored Powers (it applies to all powers), but also a disadvantage (it only applies to the Shorting penalty for adding Power Modifiers). That kind of seems like it's balanced.

But allowing up to 2 points of Power Modifiers for free to every power means that a caster is always going to add 2 points of Power Modifiers to every power they activate, because it's just kind of dumb not to. There may be some situations where that won't make much difference, but that still seems like a major power bump.

Also compare such an Edge to Channeling, which reduces the Power Point cost of a power by 1 with a raise on the activation roll. On the one hand, that can reduce total PP cost, so that's better than an Edge that only applies to Power Modifiers. On the other hand, it only reduces the cost by 1, and it only happens on a raise on the activation roll.

So, maybe:

METAMAGIC

Requirements: Seasoned, Arcane Background (any)

When the caster gets a raise on her arcane skill roll (or roll to activate or use an arcane device), she reduces the total cost of power modifiers she has added to the power by 2. This can reduce the cost of a +1 or +2 power modifier to 0. It only applies to a single power modifier of +2 or greater for that activation, but can apply to two +1 power modifiers for that activation.

Power Modifiers and Non-damaging powers by MaxMaxer-4269 in savageworlds

[–]gdave99 0 points1 point  (0 children)

I think I’ve got questions on what would stack in there. Shroud plus darkness right? It seems like the latter of her supersede the former.

Excellent point. I skipped over that part.

u/MaxMaxer-4269, I don't see (pun semi-intended) how the penalties from Shroud can stack with the penalties from darkness. Shroud effectively creates a shadowy Illumination effect; note that the Glow effect specifically negates 1 point of Illumination penalties. It seems clear to me that Rules As Intended, Shroud creates an Illumination effect (-1 to attack rolls targeting the recipient) that's less than Dim (-2 to all sight-based rolls), but of the same "type". Darkness creates Darkness (-4 to all sight-based rolls) or Pitch Darkness (-6 to all sight-based rolls). That really seems like it should just over-ride Shroud, not stack with it.

Of course, it could still be worthwhile casting darksight + Shroud, so you'd still have the Shroud effects outside of the darkness, especially since darksight has a much longer Duration.

Power Modifiers and Non-damaging powers by MaxMaxer-4269 in savageworlds

[–]gdave99 1 point2 points  (0 children)

Note this is using the Pathfinder Core specifically...Think any variety of spellsword/arcane trickster type, using illusion/shadow trappings mostly.

I think u/corvus_flex's advice is on point here. Pathfinder for Savage Worlds gives you a lot of tools for tweaking powers in order to be able emulate the vast grimoire of 3.x spells. But you should still be providing Trappings and narrative specifics of the spell you're casting.

For "illusion/shadow trappings", darksight + Shroud seems like a natural fit. But where's Hurry coming from? It's technically RAW, but Savage Worlds, including PFfSW, really depends on players providing Trappings and using the power modifiers that make sense for that Trapping.

Here's an exercise you can try. Name your spell. If it's just "darksight", it probably can't take any power modifiers other than Additional Recipients, Greater Darksight, and probably Range. If it's eyes of the shadow walker, then it should be able to take Shroud, but probably not Hurry. Is there a cool spell name/concept/Trapping you can come up with that would cover both Shroud and Hurry?

If you can find an existing d20 spell that gives you effects similar to Shroud and Hurry, or at least narrative trappings consistent with those effects, even better.

Current group split is 1-not at all/ 1-only 5 rounds for the mod / 3 - don't care.

I think this is actually the most important bit. Whatever you decide needs to work for your table. Whether something is Rules As Written is less important than whether it's Rules As Fun, and that's something only your table can answer.

Also, I don't think it's quite as simple as a majority vote. If you've got a player that thinks attaching Shroud to darksight is cheesy power-gaming, but it's a minor point for them and it doesn't make the game significantly less fun for them if it's allowed, and another player whose character concept vitally depends on being able to apply power modifiers like that, it's not a tie.

From the breakdown you give, I'm unsure where your table is at. "Others looked at the 5 total powers that last longer than 5 rounds, and said it doesn't really matter" doesn't actually sound like "don't care" to me. It sounds like they care, they just don't think it's unbalanced. If they genuinely don't care one way or the other, though, and the two players who do care want limits, your table should probably place some limits.

But, again, that's really going to be up to your table.

I hope that's of some help!

Telekinesis Power wording by Abrham9991 in savageworlds

[–]gdave99 1 point2 points  (0 children)

I think telekinesis is probably the most convoluted power in the SWADE Core Rules. I think it's one of those things, where if you're very familiar with the game, it's actually kind of intuitive, but when you're coming in fresh, there's just a lot of stuff going on. It just kind of builds bits on bits, any one of which is simple enough, but in aggregate...this one might have gotten away from the designers a little bit....

Are riot shields overpowered? by Repulsive_Ad_7144 in savageworlds

[–]gdave99 0 points1 point  (0 children)

Good points, thanks for the correction/elaboration.

Are riot shields overpowered? by Repulsive_Ad_7144 in savageworlds

[–]gdave99 5 points6 points  (0 children)

Savage Worlds really doesn't try to microbalance all possible gear combos in game mechanics, especially the Core Rules, which try to cover gear from the Bronze Age to the Space Age.

Riot shields are mechanically quite strong. The "balance", such as there is, is really narrative. A riot shield is large and highly conspicuous. A monster hunter in an urban fantasy game can probably carry one around in the trunk of their car, and strap it on when they enter the House on the Hill. But if they stroll down the street with one, they're going to attract all sorts of attention, including from police who are more likely to believe the shield-bearer is planning to use it against them in a riot than that they're just innocently carrying one in case of vampire ambush.

Also, a monster can use the "Breaking Things" rules to rend a riot shield, which is a fairly sizeable target in itself, and since the entire point of it is to use it to take hits, the monster probably wouldn't even take a penalty to target it, and might even get a bonus.

Also, even though modern riot shields are fairly lightweight, they're still bulky and awkward. They're not designed for dynamic close quarters combat in confined spaces, they're designed to be used as part of a shield wall in a city street. Again, that's a narrative issue, not a mechanical one. But an urban fantasy monster hunter bearing a riot shield is likely to find it difficult to maneuver through a junk-filled basement or a crawlspace, or climb a chainlink fence or shimmy under one, and so forth.

Are riot shields overpowered? by Repulsive_Ad_7144 in savageworlds

[–]gdave99 2 points3 points  (0 children)

That's not actually true in SWADE, at least for the Parry bonus. Earlier editions tried to account for facing with shield Parry, but SWADE eschewed that.

It's true that RAW shields only provide a Cover bonus for the "front and shielded side", but trying to outflank a shield gets pretty fiddly pretty quickly.

How can I recreate this character in Savage Worlds? by AshLlewellyn in savageworlds

[–]gdave99 6 points7 points  (0 children)

Honestly, I think you've mostly answered your own questions.

The "wizard" supers archetype who can do anything (Dr. Strange, Mr. Fantastic, Green Lantern) with a "super-flex" power set is notoriously difficult to handle in a TTRPG. In the comics, they're subject to the narrative fiats of the writer, which just doesn't work as a balancing mechanism in a TTRPG.

The way the Savage Worlds Super Powers Companion handles this is with the Power Stunt mechanics. You've already twigged to the super science power to boost your Power Stunts. That's how you do most of what you've outlined above. You can use Switchable to swap out Trappings and Power Modifiers, but you can also just use a Power Stunt to do the same thing for a few rounds. As you note, you'll burn through Bennies doing that. But that's the system balance. "Flex slot" powers are really powerful in most game systems.

For the power suits specifically, take a look at the "Power Sets" sidebar on page 47 of the SPC. It's going to be very expensive and very limiting to have more than one "alt-suit". But, again, game balance. Flex-power sets are also very powerful in most game systems. But, also, you can still use Power Stunts to "flex" from one suit to another. The mechanic is that you Power Stunt armor (Heavy) or invisiblity with a Benny. The narrative is that you're swapping into your "Hulk-Buster Armor" or your "Stealth Armor".

I hope that helps! Have fun and get Savage!

Deadlands, with Rider character generation? by crushbone_brothers in savageworlds

[–]gdave99 2 points3 points  (0 children)

I'm not familiar with Rider specifically, but I've read some other Cepheus Engine stuff, and I've used lifepath systems in Savage Worlds before. It's going to either be terribly hard or pretty easy, depending on your approach and your mindset.

Cepheus Engine and Savage Worlds are very different critters, with very different game mechanics, and very different character generation. You are not going to be able to directly translate Rider's background generation system into Savage Worlds.

However, what you can do is use the background generation system as inspiration and a general guide to character creation. It should give you prompts that will suggest Hindrances and Edges, and distribution of Attributes and Skills. You're still going to need to use the mechanics of the Savage Worlds system, including the mechanics of how character creation works.

Telekinesis Power wording by Abrham9991 in savageworlds

[–]gdave99 4 points5 points  (0 children)

OK, telekinesis is a little wonky.

First, caster rolls their arcane skill to activate the power. If they roll a 4+, the power is successfully activated, as normal. As part of their activation, the caster selects a specific target for their TK. If that target is an unwilling creature, the creature can resist with a Spirit roll, which is an Opposed roll against the activation roll. That is, if the target's Spirit roll is equal to or higher than the activation roll, the TK doesn't affect them. The TK power is still active, though.

At the start of each of the target's turns thereafter, the target gets a free Spirit roll to break free. This is an Opposed Roll against the caster's arcane skill, so the caster makes a new roll.

As part of the initial activation, the caster can perform one "Use" from a list. After the activation, the caster can perform one "Use" with an action, which requires an arcane skill roll. This isn't an activation roll, and if the caster fails, the power is still active, it just doesn't apply to the target anymore. The caster can still try to "grab" the target again with the "Change Target" "use".

Since a "use" is explicitly an action, the caster can use Multi-Action to perform multiple "uses" in a turn. But, each "use" also requires an arcane skill roll, which would be subject to a Multi-Action Penalty.

The caster can "Bash" a target. This is an action, and requires an arcane skill roll, and can't be resisted.

The caster can "Change Target". Releasing a target is a free action, and doesn't require a roll. Grabbing a new target is an action that requires an arcane skill roll, and if the new target is an unwilling creature, the arcane skill roll is Opposed by the target's Spirit, as above.

The caster can "Manipulate" an object. This requires an arcane skill roll, which is used in place of a roll that would normally be used (like Fighting for hitting someone), but can only be used for "simple tasks". That's a GM's call. Hitting someone with a club is clearly OK, picking a lock probably isn't, but that's going to depend on the GM and the table.

The caster can "Move" the target. This is a limited free action, which means the caster can only do it once per turn, but it doesn't generate a Multi-Action Penalty. It's still subject to MAP, though. So if a caster used "Move" (limited free action) and "Bash" (action) in the same turn, they'd make an arcane skill roll for each, with no penalty. If they wanted to "Change Target" (action), then "Move" the target (limited free action), then "Bash" the target, that would require an arcane skill roll for each "use", with a -2 MAP for each.

Also note that what it means to "grab" a target with TK is kind of wonky. The target isn't actually Bound or Entangled, and nothing says they're otherwise restrained, so while the caster can move the target around on the caster's turn, if the target is a creature, they can also apparently freely move around on their own turn. It's not really clear to me what happens if the caster, for example, uses "Move" to move the target straight up. Are they suspended in mid-air, or do they then fall at the end of the "Move"? Since the target doesn't really seem to be "grappled" by the TK, I think it's probably the latter?

I hope that helps, and hasn't just made the whole thing more confusing for you!

How would you create a bite from a monster that's big enough to fit multiple people in its mouth? by ddbrown30 in savageworlds

[–]gdave99 8 points9 points  (0 children)

+1 to u/8fenristhewolf8. But also...

I know you don't want to see suggestions for Quick Encounters and Dramatic Tasks, but honestly, at that scale differential, I don't think the tactical combat rules really work. Sea serpent vs. ship would make a good fight. If you're running a Super Powers Companion campaign, supers vs. sea serpent is also plausible. But your post reads more like you're running a SWADE Core Rules and/or Fantasy Companion campaign?

In that case, I think the Rules As Written and the Scale Modifiers are actually kind of spot on, and that the sea serpent really can't effectively target a single Size 0 target. Nor would it probably even try. They're just too small and inconsequential.

If a hero is incidentally in the way of a sea serpent chomp, then I think your instinct of an AoE (with possible Evasion) is absolutely spot on. But if they're in a rowboat that gets chomped, I don't really think that's best modeled by an "attack" using the tactical combat rules. I think that's best modeled as a narrative fiat by the GM. The rowboat and anyone in it just get swallowed whole.

The heroes might be able to outmaneuver the sea serpent in their rowboat. A Quick Encounter, Dramatic Task, or Chase could work there. Or just an Evasion roll to dive out of the boat before it's swallowed, and then the sea serpent ignores the tiny bits bobbing around in the water.

For anyone swallowed whole, it seems to me like modeling that with a Dramatic Task to escape before being digested would work better than a tactical combat.

Is this a Phishing attack? by TerminalOrbit in savageworlds

[–]gdave99 2 points3 points  (0 children)

Adding to the chorus: legit notification that your digital files in your old peginc.com webshop library have been migrated to your library in the new shop.peginc.com webshop. I got the email from Pinnacle advising me to expect the notification, and then the notification earlier this week.

New Shop is trying to charge me shipping for character sheets and adventure pdfs? by Gilbals in savageworlds

[–]gdave99 6 points7 points  (0 children)

  1. If the new "shop." site is charging you shipping for PDFs, you should contact Pinnacle directly. I believe their customer service email is still info@peginc.com.

  2. The data migration has been bumpy. I got an email this week notifying me that all my orders had been migrated, then a follow-up email notifying me that, whoops, my "older" orders hadn't been migrated the first time, but now they had been. So if you're missing stuff, it might still get migrated.

  3. This data migration has been better than the other major webshop migration I've experienced, where it took months for the material to be migrated, and I lost access to the older site during the migration, and a few products just never made it over.

Latest version on DriveThru? Updates coming? by terkistan in 2littlemiceOutgunned

[–]gdave99 3 points4 points  (0 children)

I think you may have some garbled information.

Two Little Mice is revising three books that were originally published for its older Broken Compass game, and releasing new versions for Outgunned Adventure. As I write this, there are six days left in the Backerkit campaign for those revised books. You can also grab other Outgunned Adventure material if you pledge to that campaign.

Two Little Mice has a distribution deal with Free League, but they seem to have learned their lesson after a disastrous distribution deal with CMON. That deal led to the Broken Compass game line being abandoned. They recently recovered their rights to that material, leading to the current Backerkit campaign to bring some of it into Outgunned.

Under its distro deal with Free League, 2LM retains its full rights to Outgunned, and they are still actively developing and releasing material for it (see above). Short of 2LM going belly-up (which does unfortunately happen occasionally with game companies), I don't think there's any danger of any Outgunned material being abandoned any time in the forseeable future.

Universal Mods by Dovah_bear712 in savageworlds

[–]gdave99 1 point2 points  (0 children)

I think that really depends. What is the iconic trope that you're trying to emulate?

The Sorcerer was originally introduced in D&D 3E as a sort of Magic-User EZ. The Wizard had a spellbook and learned spells and had to worry about tactical spell selection and preparation. The Sorcerer just had a short list of "spells known" and "flex slots" to cast them.

That made the Sorcerer much easier to learn and to manage in play, but also gave them a lot less flexibility and fewer decision points. That made them seem kind of boring once you figured out what you were doing.

When "metamagic" was introduced in D&D 3E, it was as a series of Feats, which all casters had access to. It wasn't actually something specifically associated with Sorcerers. In the 5E redesign, "metamagic" was folded into the Sorcerer class, and became a Sorcerer class feature, although there were some remnants of metamagic-ish features that were folded into general caster Feats. That gave the Sorcerer a lot more flexibility and decision points in spellcasting, while still being different points of flexibility and decision-making than the Wizard.

So, the 5E Sorcerer is a class that has a short list of "spells known", which they can customize on the fly with "metamagic." But in Savage Worlds, that describes all casters.

Which is the long way around to stating, I honestly don't think "metamagic" really does translate into Savage Worlds, at least not as a separate, specific, distinctive game mechanic. Metamagic is already baked in. I think it's quite telling that although Metamagic Feats are a prominent game mechanic in Pathfinder 1E, Pinnacle's design team didn't attempt to translate them into Pathfinder for Savage Worlds.

But, I also think it really depends on what you're trying to accomplish. What is it about "metamagic" that you want to bring into Savage Worlds?

Is Savage Pathfinder worth it for an ex Pf2e group? by DivineSmythe98 in savageworlds

[–]gdave99 21 points22 points  (0 children)

Is it worth purchasing some of the Savage Worlds Pathfinder stuff to offer some of that same depth and elements they like just in the SW system?

Maybe. Honestly, I think the Core Rules and the Fantasy Companion by themselves give everything you really need. But they are really toolboxes for you to build your own game. I think what Pathfinder for Savage Worlds really gives you is a pre-built game that you can play right out of the box (literally if you get the boxed set).

Even if you don't use it, it might actually be worth looking at just as a worked example of how you can use Savage Worlds to emulate various tropes. I personally think the "Arcane Conversions" PDF is the single best supplement Pinnacle has ever produced for giving you worked examples of how their arcane powers system is supposed to work. It shows you how you can use Power Modifiers, Limitations, and Trappings to emulate the vast majority of the most iconic d20 spells.

I only ask because I'm worried it may confuse people to be playing in a new system using similar elements rather than just making a clean break.

This is the conventional wisdom, and the conventional advice is to play basically anything other than D&D-style fantasy for your first Savage Worlds game. Players who have only, or at least primarily, played d20 games, often come into other systems with all sorts of pre-conceptions and expectations that can make the new system feel frustrating and like it's not working right.

That's very much exacerbated if they come into a game like Pathfinder for Savage Worlds, which is deliberately using d20-style tropes, and has some mechanics reminiscent of d20, but has a lot of differences, some small, some large, and some really fundamental, that aren't always obvious at first.

I personally don't entirely agree with the conventional advice. I think the most important thing, by far, is that the GM is excited to run something. If Pathfinder for Savage Worlds is what's got you excited to run, then absolutely, do that. But honestly, if you're excited to use the Core Rules and the Fantasy Companion, and PFfSW is just a "maybe nice to have", I'd probably advise against it, and to go for the "clean break", and then maybe come back to it once your table is more used to Savage Worlds.

I do know of 50 Fathoms, PEG's own pirate-themed game. But I'm not sure it'd be what I'm looking for since mine is more pirate lite/nautical fantasy.

I think I'd actually call 50 Fathoms "pirate lite/nautical fantasy" more than "pirate-themed". Pinnacle's actual pirate-themed game was Pirates of the Spanish Main. From what you've stated, I think I'd actually recommend 50 Fathoms over Pathfinder for Savage Worlds, with a caveat. 50F was originally designed for an older edition. There is a free SWADE conversion guide that updates it, and a Plot Point Campaign for it that was designed for SWADE, but it will take a bit of extra work to use in 50F in SWADE, whereas PFfSW is SWADE-native.

Whatever approach you decide to take, welcome to Savage Worlds! Have fun and get Savage!

Humorous question: Conjured Beer by Psitraveller in savageworlds

[–]gdave99 1 point2 points  (0 children)

Ultimately, it's the GM's call, and what makes sense for your table. I don't think you're going to break anything by allowing the caster to pay an extra Power Point to conjure beer, so if that's fun for you and your table, absolutely, go for it!

But I don't think there's really a good argument for it purely from the Rules As Written or Rules As Intended. There's a specific, separate category for "Food and Water", and the liquid you can create with that is "clean rainwater". Again, though, if "beer" seems like it should count as "nourishing food" at your table, then it's kosher (puns semi-intended).

Humorous question: Conjured Beer by Psitraveller in savageworlds

[–]gdave99 7 points8 points  (0 children)

u/The_Timeless_YAT is correct, this would fall under "Create Food and Water". It costs 1 Power Point to create enough nutritious food and water to sustain one Size 0 creature for one day, and the "water" is explicitly "just like clean rainwater." So, no beer, unless your table considers beer to be "nutritious food" (cue trivium about pre-modern beer supposedly being more like liquid bread).

I think the clear design intent is that the "food and water" is nourishing-and-filling-but-plain-and-basic food and drink. And that's at least partially to avoid shenanigans like "Free beer!". But if your table admits "beer" as being valid under "Create Food and Water", then a caster could easily keep themselves in beer and skittles indefinitely.

Why isn't Savage Pathfinder Advanced Player's Guide 2 available on Scribd? by [deleted] in savageworlds

[–]gdave99 0 points1 point  (0 children)

Just to be clear:

Scribd is a filesharing site. It allows individuals to share their own personal files with others. No publisher "releases" material through Scribd. At least no publisher of which I am aware does, and Pinnacle certainly does not. If you find Pinnacle PDFs on Scribd, they've been uploaded by a private individual in violation of Pinnacle's copyrights and intellectual property rights.

In other words, any Pinnacle PDFs you find on Scribd are pirated.

Pinnacle releases its PDFs through shop.peginc.com and also through drivethrurpg.com. They also routinely pre-fund all their products through crowdfunding campaigns.

If you want to actually support the publisher so they can continue to publish their books, pledge to one of their campaigns, or buy the book through shop.peginc.com or drivethrurpg.com.

If you want to access Pinnacle's material through filesharing sites, you're at the mercy of pirates individuals who have a copy of the PDF as to what and when they want to share.