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Savage Worlds (2003)
Great White Games
Date Reviewed: 7-7-2005
(Edited 6-27-2011)
Critical Kobold Rating:
(3 out of 5 Dice)

It's a Savage World Out There.
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The intrepid
explorer, Dakota Smith, wiped the sweat from his eyes as he entered
the ruins of the South American temple, then placed his fedora back
on. The jungle was overgrown and humid, but the thick rainforest
would help hide his trail from the Nazi pursuers who would take the
artifact he was after for themselves.
Slowly he crept into the first
chamber of the ruins, and as he pulled the ancient map from his
leather jacket, there was a flurry of motion from the edge of his
vision. He spun to face a robot ninja, its cybernetic arms whirring
as it dropped from the ceiling!
Before Dakota could process what he was seeing, the far side of the
chamber exploded in a barrage of brick and smoke. As the adventurer
and the robot ninja watched, a gallant knight in 15th century armor
stepped through the smoking hole in the wall, his laser rifle still
trailing smoke from the barrel.
"Oops!" muttered the knight, "Sorry, wrong genre."
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Savage Worlds is a fast-paced rpg meant to emulate heroic action
in any setting. Unlike the example above, you’re not necessarily
supposed to mix and match your campaign settings, but then again,
there’s absolutely nothing stopping you!
The idea is that players take on the roles of daring heroes, but the
rules allow for any campaign idea the game master has; pulp fiction,
gangster era, superheroes, WWI or WWII, swords and sorcery,
prehistoric, Renaissance, sci-fi, modern espionage, wuxia, etc.,
etc. Any time frame or role playing world can be designed. In fact,
I think this would make a fantastic rpg for a time-traveling
campaign of some sort.
Now, the idea is that the PCs are larger than life action heroes, so
no matter what genre you like, your characters should be ready to
rumble at a moment’s notice. Action adventure and frantic combat are
the watchwords of Savage Worlds. Think Flash Gordon, Indiana
Jones, Seven Samurai, and Shanghai Noon for
inspiration.
Reviewer’s Note: This game is designed by Shane Hensley, who
also developed the original Deadlands rpg. Savage Worlds
borrows some game mechanic ideas from Deadlands, so if you’re
familiar with that “Weird West” roleplaying game, some of what you
read here will sound very familiar.
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MAKING AN
ADVENTURER |
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PCs are generally human, but if the GM is running a fantasy setting
or space campaign, the book gives examples of demihuman or alien
races. The GM can easily invent her own races in a matter of
minutes, if need be.
All PCs regardless of race or setting have five basic Attributes:
Agility
- Nimbleness, helps defense.
Smarts - Quick thinking,
possibly education level.
Spirit - Willpower, wisdom;
helps you keep your cool.
Strength - Physical power, and adds
to melee damage.
Vigor - Endurance, resistance,
recovery speed.
Instead of rolling a particular number for these attributes, players
assign dice types to them. Savage Worlds uses
standard D&D dice, from the d4’s to the d12’s. All PCs start out
with “d4” in their attributes, which means that if you need to make
an attribute check, you’d roll a d4 rather than use a static score
like “3”. This gives a little more variety to attribute rolls during
the game.
However, players have five “points” with which they can raise their
attributes. Raising a ‘bute to the next higher die type costs one
point. (So, if you wanted to raise your Vigor score, you could spend
two points to bump it up two steps, from a d4 to a d6 and then to a
d8. Your new Vigor score is now “d8.”)
Attribute scores may be raised to “d12”, the highest die type you
can have; after that, PCs add single increments to their stats, such
as d12+1, d12+2, etc., which costs 2 points per bonus point added.
Then you choose skills. Skill levels, like attributes, start at d4.
Players have 15 points to buy skills and skill levels. Each skill is
linked to an attribute. How this helps you is that when you raise
the levels of your skills, it's cheaper as long as the skill is a
lower die type than your Attribute.
For example, the Piloting skill is based on your Agility attribute.
If you have an Agility of "d8", then it takes only 1 skill point to
increase your starting Piloting skill from d4 to d6, then costs one
more skill point to make it d8. Once your skill die type exceeds
your attribute die type, it costs two points per die to raise your
skill. So in our example, going from Piloting d8 to Piloting d10
will cost you two skill points.
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The skills are fairly common, things like Boating, Climbing,
Fighting, Investigation, Repair, Stealth, Survival, Taunt, Tracking,
etc. (However, there's also magic use and "steampunk" style science
for those interested in those special effects.) These are
intentionally broad skills, because they are to be applied liberally
in the games to cover any situation where the skill could be useful.
In other words, someone skilled in Shooting can fire crossbows,
flintlocks, pistols, rifles, bazookas, antiaircraft cannons and
laser blasters with equal ease.
Next come the Hindrances and Edges selection.
Hindrances are things that make your character suck more.
Each PC can choose up to one Major and two Minor hindrances. You can
be Clueless, or have Bad Eyes, or even be Lame. You can be cowardly
or ugly or dim-witted or technologically retarded. What does this
get you? Hindrances earn you points with which you may further
increase your attributes or buy more skills during char-gen, or to
gain an Edge.
What's an Edge, you ask? It's the opposite of a Hindrance.
Edges make you kick more ass, game-wise. Edges include stuff like
Combat Reflexes, Very Attractive, Fast Healer, Trademark Weapon,
Quick Draw, etc. All pretty self-explanatory.
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Luigi
began to re-think his decision to raise his Turnip Farming skill to
d10 while leaving his Piloting skill at d4... |
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Then you grab some gear! There's a useful section of common
equipment from many time periods to arm and outfit your heroes.
Weapons galore, from the Medieval pot helm and great sword to the
futuristic infantry battle suit with molecular knife. Nice lists of
handguns, rifles, and laser weapons, and useful basic vehicles from
biplanes to jets, cars and carts. The tools and mundane items list
is kinda' skimpy, but then again, the game is focused on combat and
dramatic heroism, so I guess you won't often need to know how much,
say, oven mitts cost.
MECHANICS! |
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OK, you've got a Spirit of d10 and a Persuasion skill of d12. What's
that mean?
In Savage Worlds, the default Target Number to
successfully use a skill is "4". So if I want to persuade an NPC to
so me a favor, I'd roll my skill die of d12 and just have to roll 4
or higher. So you see, having higher die types in skills gives you a
better chance of being successful, but there's always a chance you
blow it, even with a gnarly high skill die of d12+x.
Of course, this Target Number will be adjusted according to the
difficulty of the task. Persuading a disgruntled, hostile NPC to do
you a favor may require a Target Number of 6 or 7. But the idea is
still simple.
Now, the good part of being a PC is that when you roll any attribute
or skill check, you get to roll an additional d6, no matter what
your regular die is. This d6 is called the "Wild Die". If the
d6 roll is better than your regular roll, you get to use the d6
result instead! Woo hoo! But the fun doesn't stop there! If you roll
the highest number on your particular skill die, that's an "Ace",
and you get to roll again, adding that new roll to your first, ad
infinitum. (So if you have a Shooting skill of d8, and you roll an
"8", you get to reroll your d8 and add to the first roll.)
Combat is a matter of rolling your appropriate fighting skill
against an enemy's Parry score. The Parry score is either "2", or 2
plus half your Fighting score. (So people without the fighting skill
are pretty much pussies.) Shields, cover, darkness, or other
situations can of course add to your Parry score as well, making you
harder to hit.
If you are hit, though, you compare the damage done to your
Toughness. (Toughness is 2 plus half your Vigor score.) If
the damage done is more than your Toughness, you take a Wound,
and every wound gives you penalties to your attributes. If you take
four wounds, you need to roll on a chart to see if you get knocked
out, permanently injured, are bleeding out, or maybe if you'll die
within moments. So you see, you wanna stay away from pointy objects
and flying projectiles in Savage Worlds!
As a side note, mooks and goons in the game are assumed to go down
more easily than heroic PCs, so it often only takes one good wound
to drop a villain's flunkies or nameless guards.
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THE REST OF THE
STORY… |
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The rest of the rules deal with magic for fantasy settings, hazards
such as fraying rope bridges and raging rapids, poisons and illness,
comprehensive vehicle rules, and a DM's section with suggestions for
doing things right. Basically everything you need to run exciting
adventures in any campaign in any setting.
The GOOD
Savage Worlds has an awesome array
of published world setting books to help capture the
high-flying, free wheeling, "Fast! Furious! Fun!" motto it espouses
on the cover for any genre in which you want to be fastly furious. With the catch-all mechanics, creating a
campaign for use in any genre, or across several, is easily done.
The book has sections with pre-made NPCs, as examples or for use in
adventures. It also contains a bestiary with horrific creatures for
Call of Cthulu type games, fantasy beasts for D&D
-style adventures, and spooky critters for X Files sessions.
There are simple rules for chases, whether on the ground or in the
air or in space, including some fancy maneuvers to affect the
pursuit. But the best part is the fantastic mass- combat rules
included to resolve army vs. army battles of epic proportions! PCs
may play general roles in the battle, but it truly shines as a
straight-forward system for determining the outcome of massive
battles using ratios between fighting units and a few tosses of the
dice. I don't like math in my games, but even I appreciated the
clever and streamlined mechanics for this system. (Hensley also
wrote the Army of Darkness RPG rulebook for Eden
Entertainment, and it contains this same mass combat system.)
If you go to the website
www.peginc.com, you can snarf
freebie stuff for this game as well, such as ready-to-go adventures.
There are premade settings for you to use if you don't wanna create
your own, available from the company as well (some of which have
been reviewed by this kobold; check the "Supplements" section of the
Critical Kobold Reviews homepage for campaign setting sourcebooks
overviews.)
The NEUTRAL
One thing I didn’t mention in the review is that there's an emphasis
on using miniatures. Now, they're not necessary, but the author
mentions repeatedly that they're helpful, fun, wonderful, useful
additions to the game, and especially recommended during combat for
movement and crap like that. Ranges for weapons and vehicle travel,
specifically, are given with explanations relating to tabletop
minis.
These references to miniatures can be ignored without difficulty, as
they doesn't detract from the rpg, but they don't add anything to
the game either.
Remember when I mentioned that the author also wrote classic Deadlands?
His infatuation with western terminology and themes has been
inexplicably imported into this rpg as well. For example, PC heroes
are referred to as "Wild Cards". Dude, what's wrong with just
calling them 'heroes'? And getting multiples above Target numbers
are "raises". Rolling the maximum on a die is an "Ace". Well, ok,
it's not terrible, but I don't see the need to use poker terms
throughout the basic rules for a game that's designed to cross all
genres. I think some more generic terms would have served more
nicely.
The initiative system is the only part of
the game that requires a deck of cards. You're s'posed to use a
set of standard poker playing cards, dealing a card to each player
to use as their initiative, high to low cards acting in order. Then
you have to worry about suits, and which suit goes first in a tie.
In its defense, the book does admit (somewhere) that you can do away
with the initiative system as written, and just roll some dice.
However, the entire Initiative and Combat sections are written with
the deck mechanic in mind. I tend to think that if the only reason
to bring a set of cards to the table is to determine who goes first,
just roll the damn die and stop adding an extra piece of equipment
that needs to be brought to the game. Again, Hensley's love
for poker has run amok over an otherwise simple system.
The 'exploding' dice (Aces) may feel a bit awkward. The general idea
is that the higher the die type, the easier it is to succeed. (It's
easier to beat a Target Number of 4 with a d12 than it is with a d4,
for instance.) However, the lower your die type, the easier it is to
roll an Ace, thus earning a reroll. (You've got a one in four chance
of rolling an Ace on a d4, but only a one in twelve chance on a
d12.) So, while it's harder to succeed on a lower die, your chances
of getting an ace and thus rerolling and getting a higher number are
better. So, is it better to roll a d4 and get more Aces, or a d6
which gives some higher numbers, but fewer Aces?
NOTE: On Oct 5, 2005, two months
after this review was published, the Kobold received a message from
site visitor Elliot Wilen, Math Dude at Large, in response to the
above query. Mr. Wilen's message follows:
"...the Kobold asks... 'So, is it better to
roll a d4 and get more Aces, or a d6 which gives some higher
numbers, but fewer Aces?'
Well, the answer is: it's always better to roll a higher die. One
could probably develop a mathematical proof of this, but one is
lazy, so an Excel spreadsheet will have to do. Actually, I'll send
the spreadsheet if you want it, and just give the method here.
To calculate the chance of rolling at least X in a Savage Worlds
die roll using a die with a number of sides D:
1) Divide the target number X by the number of sides D and express
the result as a quotient (Q) and a remainder (R). E.g., if you're
rolling a d6 and your target is 10, you get 10/6, which has a
quotient of 1 with remainder 4.
2) If the remainder is 0, then the probability is (1/D)^Q. In other
words you need to roll the max Q times in a row to hit the target.
3) If the remainder is nonzero, then the probability is
[(1/D)^Q]*(D+1-R)/D. In other words, you need to roll the max Q
times in a row, then you have to roll at least the quotient to hit
the target.
So I made a spreadsheet that looks at all the probabilities for d4,
d6, d8, d10, d12, and d20 up to a target value of 40, and it turns
out that having a bigger die always helps you.
You might have a look at
my livejournal entry
where I expanded my description a little bit.
Regards,
Elliot
Um... that's ok, Elliot. The Kobold's head almost imploded back at
step #1. But I'm assuming the question has now been answered. Thank
you.
The EVIL
(EDIT: This section was revised in June
2011, after playtesting.)
OK, the mechanics sounded simple enough
when I read them in the core rules several years ago. And I had
recently become so infatuated with the setting sourcebooks that over
the past year I collected eleven of them. I was all ready to be
Fast! Furious! and Fun! I was ready for Savage Worlds to take
over my #1 spot for generic game mechanics. It looked for a brief
shining moment as though it would replace the engine in my old
Feng Shui rpg, and I could start that campaign up again!
Then... we playtested a game. I have to be
honest (well, ok, I don't; I'm a kobold, dammit!
But I'm going to be...) The game got bogged down with the
combat. It was most definitely not fast, nor furious, nor
particularly fun after a few rounds.
We were playing the pre-made adventure
The Wild Hunt, which was given away by Pinnacle during the 2011
Free RPG Day event. The scenario came with pre-generated PCs, and
was quite frankly loaded down with combat. I understand the decision
for repetitive fighting encounters, because combat will quickly get
players used to the resolution mechanics of the game.
However, the combat system has an odd glitch that
doesn't jump out as a problem when you read through the rules: the
extra step of needing to overcome a target's Toughness becomes an
all-or- nothing affair. My players and I all found it odd that
beating a target's Parry score and getting Raises was worthless if
you then had to make a second roll to overcome their Toughness.
Because it doesn't matter how awesome your hit roll was at all,
or much damage your weapon potentially does, if you roll a
low damage score. Failing to beat the opponent's Toughness with your
damage negates all the hitting and Raising you just
successfully did on your attack roll. And if your PC isn't wielding
a powerful weapon, it can be difficult to bypass even a moderate
Toughness rating.
This became quite apparent and aggravating
in our game, as four of the six pre-gens in the Wild Hunt
scenario weren't designed as fighters, and none of them had terribly
impressive Spirit die types to recover from being Shaken. On the
other hand, the opponents in Wild Hunt are all undead, which
have bonuses to their Toughness rating as well as bonuses to recover
from being Shaken. So while the PCs were Shaken and unable to do a
damn thing during a combat turn, the villains were active and
kicking PC ass. We had characters using shotguns who couldn't
"hit" the enemy directly in front of them, because even though they
rolled Raises on attacks, the shotgun damage rolls didn't
consistently overcome the Toughness of the enemy. The combats began
to drag out into futile exercises in rolling lots of dice, to very
little effect.
It's unfortunate, but we won't be using
Savage Worlds as an engine now. When I originally wrote this
review, I gave the core book four Dice out of five, based on how
simple but complete the game seemed as a whole. There is a
fanatically loyal fan base out there who loves the system, so it
obviously works for some groups, but not for me. If you're in one of
those groups that can overlook the system hiccup described above,
the game really does offer some great material to do whatever you
want with, and it is indeed complete and very inexpensive. However,
after playing through a session for several hours, I've reduced my
rating by one Die based on a combat system I find too quirky and
disappointing for a supposedly cinematic game.
Ah, well. 'Tis better to
have loved Savagely and lost, then never to have Savaged
at all.
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