The only thing you need to know about the "d4 strategy": If you roll snake-eyes, it's a critical failure. My first game running a wild west SW-game, one of my players rolled snake-eyes on his d4-checks and died having gone unconscious and bled out. He loved it, what a game :D
Beautiful video! As a non Savage Worlds player (yet; gonna start soon) I too had thought of the exploding d4s idea. I also figured it wasn't as good as it sounded, but I really appreciate the way you explained it. Particularly "exploding dice isn't the goal" - that's easy to overlook because exploding is fun!
Thanks. I didn't get into it too much, like figuring out all different combinations, how you count, adding the wild die to the results, etc. It's possible to go for hours about that stuff, but I fail to see the benefits of it, especially for a medium crunch action hero RPG.
@@SabreXT It actually really helped seeing the numbers crunched like that. Thank you. Any chance you could cover your thoughts on supers companion. I really love how balanced the powers, and power point system feels, as well as trappings helping you make whatever hero you want. I'd really like to hear your opinion on the different power levels.
It is called "knowledge Battle", becuase it is about the big battle, and not the individuel fighing. Command as in the edges, and is for the smaller encagments. Battle is for gennerals and field marshalls, and command, is for sergaents and centurions:)
Right, but in SWADE, it's not "Knowledge (Battle)" but a skill just called "Battle", which goes alongside other generic named combat skills like "Fighting". I think calling it "Command" or "Strategy" or something like that would make it easier to understand at first glance.
It's not called command because being good in battle doesn't necessarily mean you are good at commanding troops. The Command Edge give you bonuses to command troops.
Re: the d4 build having the higher percent chance to hit a d6... well, sounds like a perfect representation of the Dunning-Krueger effect to me. Beginner's luck vs. early skill improvement attempts. Tracks with my 50 years on this earth. LOL
I think it depends on the person. Most of the time (in my experience) it's the assumption that they'll get more explosions (true) but failing to realise that "explosion" is not "critical hit". Same with the natural 6 on a d6. It's technically true. I forget the exact math, but it comes out to 2% more likely to roll a natural 6 on an exploding d4 than a d6. But again, rolling a natural 6 isn't the goal of the game.
@@SabreXT It's irrelevant anyway. If you roll a 6 you actually rolled a 7+ which a d4 has 12.5% odds of rolling, and for that matter there is generally no difference in the game between rolling a 4, 5, 6 or 7 unless the roll is contested or you have a penalty.
I like your summary of the % of a success apart from you've completely ignored the wild die? I know you've posted here you don't want to go to the nth degree, which is fine but we don't roll one die.
I didn't mention the wild die because that's always the same odds as it's always a d6, and you take the highest number of the two, so it doesn't effect the odds of the main die. It seemed to be an unnecessary complication.
You start with 3 Bennies to start. A character with Bad Luck starts with 2 Bennie's. Lucky characters start with 4 Bennies.
The only thing you need to know about the "d4 strategy": If you roll snake-eyes, it's a critical failure. My first game running a wild west SW-game, one of my players rolled snake-eyes on his d4-checks and died having gone unconscious and bled out. He loved it, what a game :D
also, just a one on the shooting die, spellcasting or somtimes figthing die, also have negativ inpacts
Beautiful video! As a non Savage Worlds player (yet; gonna start soon) I too had thought of the exploding d4s idea. I also figured it wasn't as good as it sounded, but I really appreciate the way you explained it. Particularly "exploding dice isn't the goal" - that's easy to overlook because exploding is fun!
Just picked up the hardcover at my LGS and this video was a perfect companion for it. Thanks mate!
Nice job on the numerical analysis of the different die sizes.
Thanks. I didn't get into it too much, like figuring out all different combinations, how you count, adding the wild die to the results, etc. It's possible to go for hours about that stuff, but I fail to see the benefits of it, especially for a medium crunch action hero RPG.
@@SabreXT It actually really helped seeing the numbers crunched like that. Thank you.
Any chance you could cover your thoughts on supers companion. I really love how balanced the powers, and power point system feels, as well as trappings helping you make whatever hero you want.
I'd really like to hear your opinion on the different power levels.
I agree... Command as a name make so much more sense that battle.
The skill itself mentioned the skill battle is all about command.
Great summary. Looking forward to the next installments.
this was an excellent video. every example made sense to me and I don't feel so intimidated by the game. thank you.
Thank you! Needed a nice simple over-view to direct my d&d players to.
I would love to see a follow up video to this. Very handy things to toss my players direction! Thanks!
Anything specific you'd like to see?
Some great info and really helpful for a quick start up of a savage world's game. Plus I plus I love your accent.
It is called "knowledge Battle", becuase it is about the big battle, and not the individuel fighing. Command as in the edges, and is for the smaller encagments. Battle is for gennerals and field marshalls, and command, is for sergaents and centurions:)
Right, but in SWADE, it's not "Knowledge (Battle)" but a skill just called "Battle", which goes alongside other generic named combat skills like "Fighting".
I think calling it "Command" or "Strategy" or something like that would make it easier to understand at first glance.
@@SabreXT War would be a good alternative
Thanks for the video man. Helped me out!
It's not called command because being good in battle doesn't necessarily mean you are good at commanding troops. The Command Edge give you bonuses to command troops.
Greate video!
Re: the d4 build having the higher percent chance to hit a d6... well, sounds like a perfect representation of the Dunning-Krueger effect to me. Beginner's luck vs. early skill improvement attempts. Tracks with my 50 years on this earth. LOL
I think it depends on the person. Most of the time (in my experience) it's the assumption that they'll get more explosions (true) but failing to realise that "explosion" is not "critical hit".
Same with the natural 6 on a d6. It's technically true. I forget the exact math, but it comes out to 2% more likely to roll a natural 6 on an exploding d4 than a d6. But again, rolling a natural 6 isn't the goal of the game.
@@SabreXT It's irrelevant anyway. If you roll a 6 you actually rolled a 7+ which a d4 has 12.5% odds of rolling, and for that matter there is generally no difference in the game between rolling a 4, 5, 6 or 7 unless the roll is contested or you have a penalty.
@@leithmartin419 Yep. Though 6 is often a target number because of common modifiers like multi-action or unstable making the roll -2.
another flaw with the all d4 strategy would be a much higher chance of critical failures
I like your summary of the % of a success apart from you've completely ignored the wild die? I know you've posted here you don't want to go to the nth degree, which is fine but we don't roll one die.
I didn't mention the wild die because that's always the same odds as it's always a d6, and you take the highest number of the two, so it doesn't effect the odds of the main die. It seemed to be an unnecessary complication.
Great video. Your accent can be a bit hard to understand sometimes - could you maybe add subtitles?
I don't know if I have the original script, but if I do, and if I remember to do so, I'll look into adding them.
"SHAKEN"