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[SWD] Requests for next printing?
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kreider204
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PostPosted: Tue Oct 25, 2011 10:23 am    Post subject: [SWD] Requests for next printing? Reply with quote

(I started a new errata thread, and Clint requested that we keep requests for additions or changes in a separate thread - so here it is.)

Mostly, I love SWD now that it's been updated, and I look forward to the digest sized version when it comes out. At that time, it would be great if there could be a couple of things added to it:

1) The basic reloading rules need clarification, as per this thread by Clint:
http://www.peginc.com/forum/viewtopic.php?t=23078
Since the purpose of SWD was to clarify some of the most important mechanics and address some of the most common questions, I was surprised that this was not included.

2) I think it's odd to include the Injury table but not the Incapacitation table in the Collected Charts & Tables section near the end of the book. It would be great if the Bleeding Out table were there as well.

That's really it for me. Anyone else?
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Virgobrown72
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PostPosted: Tue Oct 25, 2011 1:40 pm    Post subject: Reply with quote

I gotta say, as much as I love Savage Worlds in it's many incarnations, I'm not in love with the weapons charts. I still feel there are too many similar weapons. For the sake of Fast, Furious, and Fun, I use a simplified chart of weapons (Small pistol, pistol, large pistol, Rifle, etc.), and just specify with setting rules and stuff. Perhaps something along this vein?
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zomben
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PostPosted: Tue Oct 25, 2011 2:28 pm    Post subject: Reply with quote

I'd love to see the Social Conflict, and Dramatic Tasks sections revised into an overall "Skill Challenges" rule, ala D&D 4e. That's pretty much what I've done with them anyway.
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kreider204
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PostPosted: Tue Oct 25, 2011 2:43 pm    Post subject: Reply with quote

Virgobrown72 wrote:
I gotta say, as much as I love Savage Worlds in it's many incarnations, I'm not in love with the weapons charts. I still feel there are too many similar weapons. For the sake of Fast, Furious, and Fun, I use a simplified chart of weapons (Small pistol, pistol, large pistol, Rifle, etc.), and just specify with setting rules and stuff. Perhaps something along this vein?


Both the Supers Companion and Agents of Oblivion do this, and I agree, I like it much, much better. SW isn't fine-grained enough to make many mechanical distinctions between, say, different medium caliber pistols - and that's a good thing, as far as I'm concerned. The exact name and caliber of any given weapon is more of a "trapping," and only comes up in my games for purposes of figuring out if two weapons can share bullets.
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ValhallaGH
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PostPosted: Tue Oct 25, 2011 3:12 pm    Post subject: Reply with quote

kreider204 wrote:
SW isn't fine-grained enough to make many mechanical distinctions between, say, different medium caliber pistols - and that's a good thing, as far as I'm concerned.

Sure it is. It simply doesn't have to, unlike other games.
http://www.enworld.org/forum/general-rpg-discussion/258396-savage-worlds-5.html#post4871490
You can do the same thing with firearms. You have to actually want those changes, and remember them in play, but you can do them.

Part of the Fun is getting to run the game as works best for you and yours. Cool
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PostPosted: Tue Oct 25, 2011 9:25 pm    Post subject: Reply with quote

I'm pretty much in agreement that the basic weapons list should be distilled down to very basic weapon types. However, I'd also like to see a 'Modern Arms' source book that gives greater detail to those that want them, detailing minutia between the various types of weapons within the basic types.

Also, I'd like to see some 'official' cybertech rules.
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Baiyo
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PostPosted: Wed Oct 26, 2011 7:30 pm    Post subject: Reply with quote

Quote:
1) The basic reloading rules need clarification, as per this thread by Clint:
http://www.peginc.com/forum/viewtopic.php?t=23078
Since the purpose of SWD was to clarify some of the most important mechanics and address some of the most common questions, I was surprised that this was not included.


I agree it's strange that this isn't in there. Maybe PEG staff have some disagreement over how reloading should work?

I always figured that 1 action was enough to completey reload a revolver with cartridge rounds. I don't think I would GM it differently unless presented with a good reason why it would be more fun to handle it in the method Clint gives.

Quote:
2) I think it's odd to include the Injury table but not the Incapacitation table in the Collected Charts & Tables section near the end of the book. It would be great if the Bleeding Out table were there as well.


I think the back of the book should have all the charts and tables you would see on an official GM's screen.

Quote:
For the sake of Fast, Furious, and Fun, I use a simplified chart of weapons (Small pistol, pistol, large pistol, Rifle, etc.), and just specify with setting rules and stuff. Perhaps something along this vein?


I like the weapon charts just the way they are. In fact I'd like to see a longer list with a breakdown by historical period, but I understand why that's not in the core rules.

Quote:
I'd love to see the Social Conflict, and Dramatic Tasks sections revised into an overall "Skill Challenges" rule, ala D&D 4e.


Unnecessary in my opinion. If you like it that way, more power to you, but I don't think the core rules are improved by making them more like some other game.

The No. 1 thing that I would like to see change in a printing of the core rules, or for all Pinnacle products, is better proofreading before the book goes to the printer.

I realize that Pinnacle is a small company where everyone has other jobs. I realize that terrible editing is (sadly) endemic to the RPG industry and that many other companies produce products in need of entire second books full of errata, rather than just the one page needed for SWD. But even so, I think Pinnacle is capable of cutting it down to no errata or typos at all.

Only other thing I might suggest changing are the Chase rules, but I'm not yet sure how I would change them. The Chase rules in SWD are still an improvement over the rules from SWEX.

Everything else, I say keep it the way it is. I can change whatever else I want for my own games just fine.
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Bloodwork
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PostPosted: Thu Oct 27, 2011 5:37 am    Post subject: Reply with quote

Baiyo wrote:
The No. 1 thing that I would like to see change in a printing of the core rules, or for all Pinnacle products, is better proofreading before the book goes to the printer.


I have been immunised to this by my hardback copy of Eclipse Phase which reads like it was written by a four-year-old. Every other book I have is perfect by comparison. I really should thank them for it.
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Mylon
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PostPosted: Sat Oct 29, 2011 5:19 am    Post subject: Reply with quote

I'd like to see the edges balanced a bit. Elan seems incredibly powerful, considering that it also is applied when rolling for soak rolls. Two Fisted, Rock and Roll, and Improved Frenzy are also incredibly powerful, negating -4 to -6 of penalties. Halving these bonuses (and adding extra edges to cover the rest of the penalties) only seems fair and still makes these paths incredibly alluring.

Also, a common house rule is to replace swimming and climbing with athletics. This ought to be made cannon.

I'd like to see bennies changed a little. Soaking seems to be the obvious choice as well as drawing combat out a bit. Soaking should either be an action (rather than a reaction) or be made at the penalty of the wounds about to be received. This would make soaking a bit more chancy. As compensation, split armor into 4 levels, leather, light mail, heavy mail/light plate and heavy plate and perhaps add a +1 toughness edge before legendary so it's a bit harder to fall into the death spiral.

It would also be nice to include some optional rules in the core book, like Clint's tying initiative to stats idea, just as an example.

Wound and encumbrance penalties are strange. Encumbrance makes wearing heavy armor without the required strength a very poor choice and wound penalties do lead to the death spiral. Perhaps change encumbrance to -1 move, then -1 to skills/-2 move, then -2 to skills -4 move, and change wound penalties to -0/-1/-2. Fatigue can also be made more standard by copying the encumbrance penalties of -1 move/-0, -2 move/-1, -4 move/-2, giving it three levels.
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Wandering Monster
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PostPosted: Sat Oct 29, 2011 3:11 pm    Post subject: Reply with quote

An abstract wealth system to go with simplified weapon charts. There's absolutely nothing fast, fun, nor furious about price lists.
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AFDia
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PostPosted: Sun Oct 30, 2011 3:24 am    Post subject: Reply with quote

I think some rules should be streamlined to make them easier to remember.

2 examples:
1.) First Strike and Counterattack: One is per turn, one is per round. In 99% of the time there is no difference, but if you cast Quickness on somebody, you have to remember which one is per turn and which one is per round.
2.) Multiple targets Spell modifier: There are 2 versions of this "modifier" which makes it harder to remember.

I think SW does a good job in merging flavor text and modifiers in short paragraphs and I really don't want a purely keyword-based ruling, but some fine grained differences (like the 2 examples above) just look like oversights on proofreading* and doesn't really make sense to me.

*even if they aren't, the difference is so marginal, that I would ditch it to keep the rules more FFF Wink
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KazianG
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PostPosted: Sun Oct 30, 2011 9:31 pm    Post subject: Reply with quote

ValhallaGH wrote:
kreider204 wrote:
SW isn't fine-grained enough to make many mechanical distinctions between, say, different medium caliber pistols - and that's a good thing, as far as I'm concerned.

Sure it is. It simply doesn't have to, unlike other games.
http://www.enworld.org/forum/general-rpg-discussion/258396-savage-worlds-5.html#post4871490
You can do the same thing with firearms. You have to actually want those changes, and remember them in play, but you can do them.

Part of the Fun is getting to run the game as works best for you and yours. Cool


..AAHAHAHAHAHAAHAHAHA

I just thought I'd share -- I actually started this post on enworld and forgot it even existed. I never read the last page. Thanks for digging it up!
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Clint
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PostPosted: Mon Oct 31, 2011 9:27 am    Post subject: Reply with quote

Baiyo wrote:
Quote:
1) The basic reloading rules need clarification, as per this thread by Clint:
http://www.peginc.com/forum/viewtopic.php?t=23078
Since the purpose of SWD was to clarify some of the most important mechanics and address some of the most common questions, I was surprised that this was not included.


I agree it's strange that this isn't in there. Maybe PEG staff have some disagreement over how reloading should work?


Let me just nip this one in the bud. It simply was not a high priority. That's all.

The idea that the rules "need" clarification when the system worked fine for years before that post, is a bit of a stretch. Most people had no problem dealing with reloading before then, like any other nonspecified action, the GM simply determined how long it took. Really, that post was done for the rare GM who wasn't really familiar with reloading weapons.

And that simply isn't a "need" that outweighs existing rules that needed real clarification and expanded rules for Deluxe. Especially when the ones who might need it can find that post right here on the forums. Wink

Anyway, that's why it's not in there, nothing disagreeable about it.
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kreider204
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PostPosted: Mon Oct 31, 2011 10:00 am    Post subject: Reply with quote

Clint, it sounds to me as though I may have offended you. If so, I'm not sure why / how, but I apologize for any posting negligence on my part anyway. I thought I was simply reiterating what you yourself had said about the core reloading rules in the thread that I linked, but I obviously misunderstood.

Perhaps this thread was a bad idea - please feel free to delete it.
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Clint
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PostPosted: Mon Oct 31, 2011 10:55 am    Post subject: Reply with quote

kreider204 wrote:
Clint, it sounds to me as though I may have offended you. If so, I'm not sure why / how, but I apologize for any posting negligence on my part anyway. I thought I was simply reiterating what you yourself had said about the core reloading rules in the thread that I linked, but I obviously misunderstood.


No worries, dude. Asking to have the rules in the book is one thing, postulating that they weren't in there due to some "disagreement" among the PEG staff or any other speculation drawn out of thin air for that matter is another.

I was just nipping the speculation of the reason in the bud. If people really want them in there, then feel free to ask.

Really, the only requests that are paddling against the current are those asking for any kind of "optional rules" for existing mechanics being put in the book. It's no problem asking for them, but it's also highly unlikely anything like that will end up in the core rulebook.

To clarify, it's kind of a no-win situation. Everyone has some specific rule they want an option for, and no one can agree on what option is best. So providing options just really leads to more unsatisfied people and the appearance of a game system that doesn't trust its own mechanics.

I think it's better to have a system where it's easy to adapt and create those options to fit the individual, and I think/hope that SW does that.

I mean, even within this thread, some people want a more simplified weapon chart, others like it as it, and still others want more detail. But both the first and the last realize that it is pretty easy to get what they want with the existing rules. I think that's about as close to "everyone is pleased" as you can get.

Anyway, again, no worries, and request away!

No promises though. Wink
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warrenss2
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PostPosted: Mon Oct 31, 2011 7:32 pm    Post subject: Reply with quote

I'd like to see the ammo rules changed on the Wildcards to be handled like it is on the Extras.

That's all. Everything else seems just peachy to me.
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Pariah74
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PostPosted: Mon Oct 31, 2011 8:16 pm    Post subject: Reply with quote

warrenss2 wrote:
I'd like to see the ammo rules changed on the Wildcards to be handled like it is on the Extras.


See, I have to agree with Clint here. This is a great rule and I have had the same thought myself, but it wouldn't work with every game, and it's not really a good rule for the Core.

It's an easy rule to adopt to a setting, or your own house rule, but once it's in the core rules it achieves more importance than it should.
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newForumNewName
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PostPosted: Mon Oct 31, 2011 8:35 pm    Post subject: Reply with quote

warrenss2 wrote:
I'd like to see the ammo rules changed on the Wildcards to be handled like it is on the Extras.

That's all. Everything else seems just peachy to me.

And I actually think the opposite. I dislike those ammo rules.
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Bernd
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PostPosted: Fri Nov 04, 2011 12:28 pm    Post subject: Reply with quote

I think with the errata, the Deluxe Edition is pretty decent. What I would like to see are some little clarifications that would help lowering the rules questions, I think. Here's a list I have in the back of my copy:

- Under Making Races, it could be added that +2 Armor does not stack with worn armor.
- Under the Small Hindrance, it could be clarified that this also reduces the Size by 1 (I know that this should be common sense, but since the description says it could be a skinny rather than short person this isn't obvious and some settings really use the Size-Modifier)
- In the Equipment chapter under Parry +X, it could be mentioned that the Parry bonus of two weapons does not stack.
- Under the Bleeding Out rules, it could be mentioned that this is not a Healing roll and is therefore not penalized by wound modifiers and does not take 10 minutes.
- Under the Fire rules (Hazards), it could be mentioned that the damage will be one level higher than before (if it spreads again) and that it is extinguished only when actively attempting to extinguish it.

As for the reloading, I don't really think its necessary to include Clint's post, but the paragraph in the Equipment chapter needs a little clean up. It does not say 1/3 in the entry of the weapon if it takes 2 actions to reload. So this sentence in this paragraph is kinda wrong. It would help to tell that reloading a single bullet (or projectile) or magazine (if applicable) is usually a free action unless it specifically states differently.

EDIT: After my latest question I would bring back the sentence about being Shaken after magical and natural healing and Incapacitation. Furthermore, it could be added that this is relevant only in combat situations.


Last edited by Bernd on Fri Nov 04, 2011 4:30 pm; edited 2 times in total
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Clint
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PostPosted: Fri Nov 04, 2011 1:31 pm    Post subject: Reply with quote

Bernd wrote:
EDIT: After my latest question I would bring back the sentence about being Shaken after magical and natural healing and Incapacitation. Furthermore, it could be added that this is relevant only in combat situations.


Not picking on Bernd, but this is a great example of "clarification" being an eye of the beholder issue many times.

A Shaken character recovers on their action.
An Incapacitated character gets no action; they don't even get dealt cards.
So an Incapacitated character by definition cannot naturally recover from being Shaken.

So then consider the implication of bringing back the sentence that states an Incapacitated character "becomes Shaken if healed."

Since they are already Shaken, there is no reason to make that statement if it is a non-damaging Shaken since it would have no effect on an already Shaken character.

Meaning the only effect would be if it was a damaging Shaken, which would cause the already Shaken character to suffer a wound, and since it also states they are at 3 wounds....

Successfully healing an Incapacitated character would then cause them to be Incapacitated again.

That's truly a killer healing roll. Wink
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