Thread: how to gain powers
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May 20th, 2019, 14:41 #11
Thank you guys, for all the advice! I can see that SW very much is a sandbox. When I started learning all the mechanics, I could see things that I liked and other things where I wanted to change the way it worked and saw no problem doing so. I'm very much impressed with this ruleset. I am trying to run a wild west/steampunk campaign in 5e but I can see this fits the bill much better.
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May 20th, 2019, 14:49 #12
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When I first started playing SW I also saw a lot of things I wanted to change. But after playing it for a while I realised that the whole thing hangs together in a much more coherent way than most other systems, and there was hardly anything that actually needed changing. So my advice is run it RAW to begin with so you can see how well balanced and playable it really is.
And if you want to run a steampunk style game, SW is definitely the best choice! You might also find the Deadlands and Rippers Resurrected settings to have some great additional material too.Game Streams - twitch.tv/rodney418
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May 20th, 2019, 17:47 #13
When I first read savage worlds, there were lots of things that looked dumb on paper but after actually playing with them they turned out to be awesome. So I second the advice above to play it RAW first and then tinker after
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March 8th, 2021, 07:47 #14
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This is the way we've been doing it, but after rereading the SWADE rules I see it's been changed.
You can't really say "blast is wizards only" because blast it a template. Here's an example of something you can do in a fantasy setting:
druids get insect swarm (blast with insect trapping)
elementalists get fireball (blast with fire trapping)
priests get holy light (blast with sacred light trapping; doesn't hurt party members or town guards but does extra damage against undead and evil things)
psions get mental shriek (blast with psychic trapping; alternative rule: it could do fatigue rather than wounds)
wizards get chain lightning (blast with lightning trapping, a chain that jumps between everyone in the radius)
shamans get ancestral rage (blast with spirits that pummel your energy body)
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March 8th, 2021, 17:21 #15
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I am running a fantasy game with base SWADE rules for two years, my advice after that is to really ask your players to give every power an awesome trapping. I don't think the GM needs to pre define all ackgrounds before but I would tell my players that I keep the right to veto powers for certain backgrounds (for example got one player that made a metal mage as a trapping, stun was a huge bell that rings above enemies to stun them etc but he wanted healing, so its a mix of needle work and metal bandages and it still feels weird...I should have made it clear that its the players job to explain how their powers work, metal bandages are fine but he couldn't give me a good explanation how his metal magic works against poisons so far)
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March 10th, 2021, 04:20 #16
An ominously glowing device with all kinds of vials, tubes, and a Jacob's Ladder? He shoves some steampunk Activated Charcol down their throats, which they then heave up at a later time?
So far my only real issues are the monotony you can get with skills in Dramatic Tasks, the limited outline for extra raises, and something more for games where Vehicles play a bigger role. I am eagerly awaiting Sci-Fi companion.Location: Central Pa (East -5)
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