TALES of the VALIANT
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    Savage Worlds Newcomer Tips and Suggestions

    We were discussing this on the FG Discord and since I don't see that anyone else has posted this yet, here goes....

    New to Savage Worlds? Coming from another game system?

    Here's a thread that we can start collecting tidbits to help you get used to Savage Worlds compared to what you might be used to from other systems, eg 5E. I'll post a few items here from my experience to get us started and the community can add more as we go.

    Here's my initial top 10.
    -
    • Things like Wild Die, Aces (exploding dice), Raises and Bennies completely change the mechanics of how combat and skills flow. Embrace the fast, furious, fun philosophy that the mechanics create as a result of what you might be used to
    • Adapt to the classless system; any character can be anything depending on how the player wants to build it. The system of skills, edges, hindrances is meant to be entirely flexible and extensible. The only limits to what a character can or can't do is the player's imagination and ability to describe what their character is trying to do (and for the GM to allow it)
    • Everything is defined less rigidly than it is in systems like 5E; its meant to work in pretty much any genre, setting, theme, etc. In order to do that most of the rules/mechanics leave you a significant amount of leeway in how you apply them. As you look at things like Edges and Hindrances think as much about the possibilities as you do the specific wording. This is especially true for things like Powers.
    • Narrative trumps rules/mechanics (GM discretion permitting); Don't start with your skills and say "Hrmm what can I do?" Instead think first "What do I want to do?" then work with the GM to figure out what skill is most appropriate. Narrative freedom is where Savage Worlds shines.
    • Tests and Support Actions; get used to using your skills in creative ways. Combat isn't limited to Shooting and Fighting and/or casting (Powers). All your skills can be used in combat creatively. Shooting and Fighting can also be used in tests in support vs as direct attacks too.
    • The power of the benny is immense (GM discretion permitting); in addition to rerolls and whatnot, spend a benny to effect to narrative (within reason). Need a pebble to be in that couch cushion? spend a benny.
    • Wounds matter; unlike systems like 5E where you go from fully capable at 100 HP or 1 HP then instantly are out of combat at 0 HP, Wounds matter. That -1 and -2 and god forbid -3 penalty points really make a huge difference.
    • Countering the previous bullet, don't let malices scare you, eg multi-action penalty. Wild Dice and Exploding Dice, creative turn planning, cooperation across the party and intelligent combination of edges really can make a huge difference in offsetting any penalties. Don't be afraid to try things even if it gives you a -1 or -2; just plan around it knowing you'll have to deal with it. Plus its that much more fun and exciting when you pull such a maneuver off.
    • Dynamic Initiative -- keeps things interesting that you don't necessarily know what turn order each round will yield. Don't forget using things like going on Hold can help you work with your party mates.
    • Teamwork matters -- Savage Worlds gives players much more agency over narrative outcomes than many other systems. This may feel a bit like metagaming but try no to get too hung up on it if it leads to a fun and exciting story and play session.


    What's on your list?
    Last edited by Arsilon; Yesterday at 22:26.

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