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Any No Brainer perks/skills?
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Redtwin
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PostPosted: Sat Jun 16, 2012 9:51 pm    Post subject: Any No Brainer perks/skills? Reply with quote

I heard somebody say a while back that Combat Reflexes was a no brainer, an edge every character should have period.

Do you folks agree, and if so can you think of any other no brainer type edges/skills all characters should have?
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cpk666
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PostPosted: Sat Jun 16, 2012 11:06 pm    Post subject: Reply with quote

Elan, if your character has Spirit d8+.

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jpk
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PostPosted: Sat Jun 16, 2012 11:47 pm    Post subject: Reply with quote

Eh. In a number of years of fairly heavy play, I think we've only had one character take Combat Reflexes.

I think most of the time you see someone say "This is a must-have Edge," it's because it spectacularly suits either their play style or the general gaming style of the group they're usually playing with.

It's like someone telling you that a given grass is what you have to plant in your yard. I doubt you'll get Maine to Arizona to Florida agreement.
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DHRDawg
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PostPosted: Sun Jun 17, 2012 12:04 am    Post subject: Reply with quote

Out of all the charcters I've played I might have taken this once. Its just too easy just to hand a Benny over to unshake if you don't make your roll.
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Energy
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PostPosted: Sun Jun 17, 2012 12:58 am    Post subject: Reply with quote

Savage Worlds can handle wildly different settings fairly well, so there's no single list of No Brainers. That said:
  • If your game involves you rolling the same kind of checks session after session, some sort of edge that gives you a +2 to those rolls will go real far.
  • Brawny's pretty good. SW's default encumbrance limits are exceptionally girly and +1 to Toughness is decent.
  • Sweep/Marksman is pretty important in a setting that involves you being in melee/ranged combats.
  • If any character can take the Healing arcane power in your setting, you'd be foolish not to take it.
  • If someone's content to be a supporting character, Luck/Great Luck and the edge that allows you to give other players bennies is an awesome person to have in a party regardless of the setting.
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Sitting Duck
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PostPosted: Sun Jun 17, 2012 6:40 am    Post subject: Reply with quote

There are many who have argued that not taking the Notice skill is suicidal.
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Zadmar
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PostPosted: Sun Jun 17, 2012 7:49 am    Post subject: Reply with quote

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

Yeah, Notice comes up a lot in most of my games.

For campaigns involving combat, it's well worth taking at least d4 in Fighting, otherwise you'll have a Parry of 2.
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ValhallaGH
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PostPosted: Sun Jun 17, 2012 8:47 am    Post subject: Reply with quote

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

Yeah, Notice comes up a lot in most of my games.

For campaigns involving combat, it's well worth taking at least d4 in Fighting, otherwise you'll have a Parry of 2.

Untrained Notice is not suicidal. That said, getting a d4 is a small investment with some big potential payoffs, making it a common choice.

Fighting at any level is also very, very common. A d4 is better than nothing, making you harder to hit than a brick wall (Brick Wall Parry: 2; Untrained Fighting Parry: 2, and can be an Unarmed Defender).
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Redtwin
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PostPosted: Mon Jun 18, 2012 12:52 am    Post subject: Reply with quote

Glad to hear it. I HATE easy decisions like "Always take X," and was asking looking for things to snip out when I tweak SW (again) for my next game. :-p
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UndeadParrot
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PostPosted: Mon Jun 18, 2012 2:31 am    Post subject: Reply with quote

In most of our games (mainly DLR and modern/sci-fi settings) I recommend my players to at least consider taking the following skills:
Climbing
Fighting
Notice
Shooting
Stealth
Throwing

They of course don't have to take them, but they will most likely have to roll them sooner or later.

IIRC Climbin' and Search in DL Classis received free aptitude levels right from the start, so maybe there is some holdover from there Wink
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chillburn
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PostPosted: Mon Jun 18, 2012 4:01 pm    Post subject: Reply with quote

We played a Shattered Coast HoE game (set in post-quake/collapse California) where Swimming was considered essential after a character fell into the water and almost drowned (only saved by GM fiat).
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catalac
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PostPosted: Mon Jun 18, 2012 4:27 pm    Post subject: Reply with quote

depends on the setting. notice is something that is recommended. combat reflexes never worked for us though unless i added in an edge called improved combat reflexes. but in game i like elan, marksman(if you range at all), relentless (from the horror companion makes your recovery from shaken a tn4. in exchange it makes you relentless as a sort of hindrance. as in paladin from d and d relentless.)
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Crumbs
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PostPosted: Mon Jun 18, 2012 5:51 pm    Post subject: Reply with quote

Nerves of Steel, Hard to Kill, and Level Headed are pretty good for almost all settings.
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ogbendog
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PostPosted: Mon Jun 18, 2012 5:56 pm    Post subject: Reply with quote

I recommend people take fighting, notice, and stealth, and one of taunt or intimidate.

for my self, I take the above and persuasion, but that's a play style thing.

I generally suggest PCs have a combat role, and a non-combat role. So have something that isn't combat related.
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77IM
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PostPosted: Mon Jun 18, 2012 10:34 pm    Post subject: Reply with quote

I don't consider any edges to be must-haves. Certainly not Combat Reflexes (you'd probably get more use out of Luck and spending the benny to unshaken if need be [not saying CR is a bad edge, just far from must-have]).

For skills, I recommend at least a d4 in the Notice, Stealth, Fighting, and Persuasion. This gives you a decent chance to participate in most of the game -- you don't want to botch the party's infiltration mission because your Stealth is d4-2, or sit quietly during a negotiation scene because your Persuasion is only d4-2, or whatever. The difference between a d4-2 and a d4 is huge.

For arcane powers, I'd definitely call quickness a must have. I consider it the best use of an advance in the game. I've seen parties where one mage has quickness and another does not, and it's a huge power discrepancy.

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UmbraLux
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PostPosted: Mon Jun 18, 2012 11:15 pm    Post subject: Reply with quote

77IM wrote:
For arcane powers, I'd definitely call quickness a must have. I consider it the best use of an advance in the game. I've seen parties where one mage has quickness and another does not, and it's a huge power discrepancy.
This - Quickness is probably the closest thing to a 'must' in the game. Makes sense since it breaks the action economy.

Anything else really depends on play style. Notice is great when the GM wants lots of checks, Fighting is good if you expect melee, Combat Reflexes is good when you're expecting to get hit often but not hard, Marksman is great for ranged combat, etc. Very little (possibly only Quickness) is going to be good for everyone all the time.
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Mylon
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PostPosted: Fri Jun 22, 2012 1:48 pm    Post subject: Reply with quote

Luck really seems to be a great edge for every occasion. Bennies are always useful! Elan is also incredibly powerful. For skills I strongly recommend fighting and notice. These skills are crucial!
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VonDan
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PostPosted: Fri Jun 22, 2012 2:36 pm    Post subject: Reply with quote

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
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catalac
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PostPosted: Fri Jun 22, 2012 4:04 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

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.
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VonDan
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PostPosted: Fri Jun 22, 2012 4:09 pm    Post subject: Reply with quote

catalac wrote:
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

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.


haha He asked about perks and they are like edges in the S.P.E.C.I.A.L. system used in Fallout
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