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Mixing Classic and Reloaded

 
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Nim
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Joined: 29 Jun 2012
Posts: 4

PostPosted: Sun Jul 01, 2012 5:45 am    Post subject: Mixing Classic and Reloaded Reply with quote

I thought that I saw a post at one point where someone was talking about using some rules concepts from Reloaded and using them in Classic. I was interested if anyone had done this and how it worked as I am thinking of doing some similar rulings. As prime example is initiative. I think that initiative in Classic makes quickness awfully powerful and really takes away from the fun of slower characters. The gunslinger going five times for every two that another character goes isn't much fun for the other character.
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Tequila Jones
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Joined: 06 Dec 2011
Posts: 26

PostPosted: Sun Jul 01, 2012 6:58 am    Post subject: Reply with quote

It all depends on which aspects of the particular systems You want to preserve. We've been playing our own fusion for some time and it works great.

Basically we took most of the Reloaded rules when it comes to combat (system of rolling dices, aptitudes, wounds and such) and left Classic rules for magic and character development (no D&D style Ranks - just buying stuff like in Classic). Of course we also have a lot of home brew rules but that's not crucial for the topic.

Overall, it took some time to merge the systems the right way but now the game is very smooth as we take the best of the both systems.

Definitely worth trying!:)
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Clash957
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Joined: 04 Jul 2010
Posts: 227
Location: Tacoma, WA

PostPosted: Sun Jul 01, 2012 5:51 pm    Post subject: Reply with quote

The only thing I brought over from classic (other than adventures and older setting stuff) was Huckster Hexes. I've re-created most of the Hucksters and Hexes powers using the Savage Worlds powers. For the 'Just under over the top' game I ran, I allowed the Huckster of the group have a bunch the Hexes for the power he bought. With Bolt he had Soul Blast and Black Lighting.

As for some things like the old multiple actions thing. I didn't like it all that much in Classic and using it in reloaded would make gunslingers with Hip-shooting and Rapid Reload a one-man-army. I wanted to bring over Blessed Miracles, but I could decide how to balance the fact they get all powers at rank.
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Nim
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Joined: 29 Jun 2012
Posts: 4

PostPosted: Tue Jul 03, 2012 6:22 am    Post subject: Reply with quote

I would really like to see specifically how you have combined the two systems. I am really looking at running Classic but there seem to be some nice things in Reloaded rules wise.
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Waxahachie
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Joined: 03 Dec 2009
Posts: 57

PostPosted: Thu Jul 05, 2012 3:11 pm    Post subject: Reply with quote

I took the Adventure Deck concept from Reloaded and used it in my Classic game. You have to change some of the specifics to fit the Classic system, but the concept works well enough. I just found it a fun idea, so I mixed it down with Classic.

I didn't see much else worth salvaging, so that's all I took.
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Thunderforge
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Joined: 24 Sep 2009
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PostPosted: Fri Jul 06, 2012 1:21 pm    Post subject: Reply with quote

Waxahachie wrote:
I took the Adventure Deck concept from Reloaded and used it in my Classic game. You have to change some of the specifics to fit the Classic system, but the concept works well enough. I just found it a fun idea, so I mixed it down with Classic.

The Adventure Deck is designed for Savage Worlds, not necessarily Deadlands Reloaded. Since many of the cards affect the story, rather than any specific mechanics, I imagine it could just as easily be ported over to Dungeons & Dragons as it could to Deadlands Classic.
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ValhallaGH
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Joined: 25 Apr 2010
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PostPosted: Fri Jul 06, 2012 3:14 pm    Post subject: Reply with quote

Thunderforge wrote:
Waxahachie wrote:
I took the Adventure Deck concept from Reloaded and used it in my Classic game. You have to change some of the specifics to fit the Classic system, but the concept works well enough. I just found it a fun idea, so I mixed it down with Classic.

The Adventure Deck is designed for Savage Worlds, not necessarily Deadlands Reloaded. Since many of the cards affect the story, rather than any specific mechanics, I imagine it could just as easily be ported over to Dungeons & Dragons as it could to Deadlands Classic.

Not as easily. Razz

The only card in my Adventure deck that needed any consideration when used in our current HOE (Classic) game was Battlefield Promotion (the WW2 promo card) - what makes a foe a Wild Card, and what about those leadership edges? Getting a few chips of his own and tracking all wound locations made him a wild card; I'm still not sure what my Marshal is doing for the leadership edges.
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Thunderforge
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Joined: 24 Sep 2009
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PostPosted: Fri Jul 06, 2012 5:42 pm    Post subject: Reply with quote

I'd probably just take that card out, since it was designed for Weird War II.
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jpk
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Joined: 03 Apr 2007
Posts: 2156
Location: Tazewell, East Tennessee, USA

PostPosted: Fri Jul 06, 2012 11:22 pm    Post subject: Reply with quote

Thunderforge wrote:
I'd probably just take that card out, since it was designed for Weird War II.

Battlefield Promotion was not designed for Weird War II alone. It just happens to have Weird War II themed art.

Honest.
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