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Any No Brainer perks/skills?
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ValhallaGH
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PostPosted: Fri Jun 22, 2012 6:08 pm    Post subject: Reply with quote

catalac wrote:
VonDan wrote:
Von "Super Sledge Forever" Dan

action point? umm vondan i think your slipping into d&d terms again. try to speak savage or other people like me might be confused.

Seriously, catalac, you really need to play the isometric RPG classics. Razz
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catalac
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PostPosted: Fri Jun 22, 2012 10:41 pm    Post subject: Reply with quote

ValhallaGH wrote:
catalac wrote:
VonDan wrote:
Von "Super Sledge Forever" Dan

action point? umm vondan i think your slipping into d&d terms again. try to speak savage or other people like me might be confused.

Seriously, catalac, you really need to play the isometric RPG classics. Razz

yes of course. i do play some d&d but have only done like 4 forth edition characters so i don't consider myself enough of an expert to understand it. also i haven't played fall out so that would probably explain my ignorance.


Last edited by catalac on Sat Jun 23, 2012 2:46 am; edited 1 time in total
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Redtwin
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PostPosted: Fri Jun 22, 2012 11:23 pm    Post subject: Reply with quote

VonDan wrote:
If your looking for perks and not edges the two best are the one that add two more action points and then one that reduces melee attacks by one action point. Combine those two perks with the Supper Sledge and you have 4 attacks per round against anything with in 2 space of you. And your attack will do do insane amounts of damage and will stun your foe and knock then back 2 to 20 spaces




Von "Super Sledge Forever" Dan


Ha! It's doubly amusing because I've done that along with the Fast Shot trait (which in Fallout 1 worked with melee weapons) to bring it down to 1 AP per swing. Blunt trauma chainsaw FTW!
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ValhallaGH
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PostPosted: Sat Jun 23, 2012 8:09 am    Post subject: Reply with quote

catalac wrote:
yes of course. i do play some d&d but have only done like 4 forth edition characters so i don't consider myself enough of an expert to understand it. also i haven't played fall out so that would probably explain my ignorance.

http://en.wikipedia.org/wiki/Fallout_%28video_game%29
An excellent video game RPG. Graphics haven't held up over the years, but the story and gameplay are a lot of fun. The lack of ability to alter your SPECIAL attributes during advancement is ... annoying, but that's one of my few complaints (that the system expects you to be going above 100% in a skill is my other complaint - 100% should be enough!).
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sinisterthings
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PostPosted: Mon Jun 25, 2012 3:29 pm    Post subject: Reply with quote

Sitting Duck wrote:
There are many who have argued that not taking the Notice skill is suicidal.


It depends on the GM. Too many GMs, IMO and including myself, have an over-reliance on Notice (or equivalent in other systems). In most cases, noticing/finding something should be automatic unless someone is deliberately trying to hide (themselves or an item).
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Mylon
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PostPosted: Thu Jul 05, 2012 12:01 am    Post subject: Reply with quote

sinisterthings wrote:
Sitting Duck wrote:
There are many who have argued that not taking the Notice skill is suicidal.


It depends on the GM. Too many GMs, IMO and including myself, have an over-reliance on Notice (or equivalent in other systems). In most cases, noticing/finding something should be automatic unless someone is deliberately trying to hide (themselves or an item).


I'm rather fond of making the party roll notice to help keep them engaged. If one or more people get a raise on the roll, they're the ones that get to catch something important as it happens. If there's no raises then generally the highest roll catches it.

Sometimes this does have consequences, like who gets to act during the surprise round.
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Jonah Hex
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PostPosted: Thu Jul 05, 2012 5:50 pm    Post subject: Reply with quote

sinisterthings wrote:
Sitting Duck wrote:
There are many who have argued that not taking the Notice skill is suicidal.


It depends on the GM. Too many GMs, IMO and including myself, have an over-reliance on Notice (or equivalent in other systems). In most cases, noticing/finding something should be automatic unless someone is deliberately trying to hide (themselves or an item).


With respect to finding stuff, no, not every character needs Notice.

However, I'm sure the "suicidal" part is referencing the fact that many, if not most, fights can start with a notice roll, and if you fail you don't get a card on the first round. That can mean serious hurt.

I've only seen one SW character with no Notice, in War of the Dead; it wasn't pretty.
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ValhallaGH
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PostPosted: Fri Jul 06, 2012 7:18 am    Post subject: Reply with quote

Jonah Hex wrote:
However, I'm sure the "suicidal" part is referencing the fact that many, if not most, fights can start with a notice roll, and if you fail you don't get a card on the first round.

Wait, most combats you see start with Surprise?
How? ... Is everyone walking around in Stealth mode all the time? Or are they just pretending to be pacifists until they get tired of rolling Persuasion and decide to start the murder?

Most fights, real or fictional, that I've come across start with both sides well aware of each other, which means everyone gets dealt in immediately.
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Jonah Hex
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PostPosted: Fri Jul 06, 2012 1:47 pm    Post subject: Reply with quote

ValhallaGH wrote:
Jonah Hex wrote:
However, I'm sure the "suicidal" part is referencing the fact that many, if not most, fights can start with a notice roll, and if you fail you don't get a card on the first round.

Wait, most combats you see start with Surprise?


Hmm, for some reason I was thinking that Notice rolls were used when two hostile sides randomly ran into one another, not just ambushes and the like. Don't know where that came from.

Still, I think it's common enough for the investment of one skill point but not as essential as i was thinking.
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Vonether
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PostPosted: Fri Jul 06, 2012 2:05 pm    Post subject: Reply with quote

A must have? How about any Combat Edge?

In my old group, they were so focused on getting high dice that they skipped out on getting Edges that would have made them much more capable than just "I hit!"
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catalac
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PostPosted: Fri Jul 06, 2012 5:46 pm    Post subject: Reply with quote

a must have combat edge? i'd say if your playing in a setting in which people us guns either marksman or rock and roll are must haves.

as for valhallagh. i suppose that would depend on your group.
surprise rounds happen when one side of the fight did not expect to get attacked at that time. even if you are enemies, if your in the middle of talking whether its trading insults or your trying to be diplomatic suddenly bursting into a fight with out warning can be startling even if to some intellectual extent you knew it was coming. people tend to freeze up in those situations. unless you are perceptive enough to note things went from peaceful to flying lead in a few seconds then you'll be slow to act.
so in these cases a notice roll at tn4 is used. surprise is not always something based on stealth but in the cases it is its an opposed roll. also ambushes can allow you to get the drop on somebody while normal surprise can't, so raises on your stealth roll vs their notice gets you the drop.
at least thats how i always imagined it. and i assume thats what the people who assumed surprise happens a lot assumed too to a certain extent.


... wow thats a lot of assumes. Surprised
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JmOz01
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PostPosted: Thu Jul 12, 2012 6:53 am    Post subject: Reply with quote

In my slipstream game the following 4 skills are on every character at some level

Fighting
Shooting
Notice
Stealth
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Jonah Hex
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PostPosted: Fri Jul 20, 2012 10:25 pm    Post subject: Reply with quote

Is my experience that different from everyone here?

With the current Incap rules, I think that either Hard to Kill or Improved Nerves of Steel is must-have unless you enjoy creating new characters often.

Barring bennies, d6 vigour dies on the initial roll on incap about 44% of the time without one of the above and another 17%+ of going to bleeding out and dieing there in the first round. With HtK, that becomes 3% and 5.5% respectively.

To make things worse, bleeding out happens before cards so it's more difficult for someone else to stabilize the victim.

Or am I overreacting? I personally still use the SWEX rules as I am still boggled as to why they made the game so much more lethal.
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catalac
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PostPosted: Sat Jul 21, 2012 2:29 am    Post subject: Reply with quote

well my bad guys needed hard to kill but otherwise no i've never had need for it especially since i rarely get through their bennies to hit them for wounds. the only time i've had problems with this was when a front line fighter thought it was a good idea to have have a vigor d4. he deserved the three times he nearly got killed but even then he still hasn't died. non of my pcs have so far died while playing savage worlds. well at least not unless they hadn't shown up for several game sessions in which case i found creative ways to turn them into npcs for the rest of the party to kill. ( Embarassed what... attendance is important... its not like i was being evil or anything Twisted Evil )
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Ian
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PostPosted: Sat Jul 21, 2012 7:50 am    Post subject: Reply with quote

If your game is free flowing with regard to bennies you may not need hard to kill, otherwise I think that it is a must have with SW Deluxe, Ian
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Zadmar
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PostPosted: Sat Jul 21, 2012 8:59 am    Post subject: Reply with quote

Jonah Hex wrote:
I personally still use the SWEX rules as I am still boggled as to why they made the game so much more lethal.

I'm not sure, but the SWD version does work better for SPC/NE, as characters can have extremely high Vigor (and don't generally die). With the SWEX rules you could have characters that shrugged off incapacitation and kept on fighting unless they rolled snake eyes, and combat could really drag out.
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Jonah Hex
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PostPosted: Mon Jul 30, 2012 3:31 pm    Post subject: Reply with quote

Zadmar wrote:
Jonah Hex wrote:
I personally still use the SWEX rules as I am still boggled as to why they made the game so much more lethal.

I'm not sure, but the SWD version does work better for SPC/NE, as characters can have extremely high Vigor (and don't generally die). With the SWEX rules you could have characters that shrugged off incapacitation and kept on fighting unless they rolled snake eyes, and combat could really drag out.


The rules are fine for settings like supers and pulp where there are no lasting consequences for "dieing" but I would rather see an exception in those genres than having something so lethal in the core rules. I think Deluxe should have had Clint's alternate incap rules which, afaik, only appear in the forums.
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