Savage Worlds Adventure Edition - Powers!
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- Опубликовано: 9 сен 2024
- Don't forget to Like and subscribe! Tonight, we dive into the Powers system in the Savage Worlds Adventure Edition. Powers is the term used to describe all types of magic, miracles, tinkering, psionics, and other weird science in the Savage Worlds Adventure Edition!
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Regarding the activation roll, and whether an additional roll is needed - looking at the description of Bolt, it seems pretty clear that the activation roll is also the "to hit" roll. The only "aggressive" powers that appear to include a second roll are where the targets can roll to resist/avoid the effects.
So no, you don't roll to cast, then roll to hit, but unlike some systems, you *always* roll to cast, powers never just "automatically work", even utility powers.
Gotcha! That makes sense. Thanks for helping me out with that!
Another neat feature of the different Arcane backgrounds is how this interacts with options like limitations to enable different character types. Consider that the standard "casters" (magic, miracles, psionics) have 3 powers and 10 power points, but "Gifted" has 1 power but 15 points. If you want an incredible marksman, you take Arcan Background (gifted), choose Boost/lower Trait (self only), you can then anhace or reduce any of your skills or abilities for 1 power point! You could instead choose Smite (touch only) and then could enhance the damage of your bullets for, again, just 1 power point.
In reviewing the powers, you could also be a 1 form shapechanger, and have that cost (if a size -4 to -1) be 2 power points instead of 3, so drastically increase the number of times it can be used. As the game says, this background can be used for a lot of minor Super powers or "highly trained" characters.
Great ideas!
I love trappings it keeps the power variation limited
It's a clever idea to make use of 1 mechanical device to cover several settings for sure.
Very clearly explained and great information. Thanks!
Thank you for the compliment and the coffee!
@@LogicianTim You got it!
I am un able to find an "Autofill" character sheet. Post one for sale, I would buy it {Full Color} please.
We also need actual creation, ROLL DIE; POPULATE FIELDS; COMPLETE GENERATION. Some of us are real beginners. Keep up the good work.
If you download the regular PDF and open it in Acrobat, you will see a Fill & Sign option on the right of the screen. This will allow you to fill in any PDF. Cool stuff!
Are you planning to make any videos for the other savage world books?
Like a run down for the diffrent setting books?
Been loving the videos. I am currently going back and forth between Savage Worlds, D&D 5e, and Pathfinder 2. Due to how often I even get to play, I am trying to focus on just one.
D&D 5e is fun, but honestly a little bland to me. Pathfinder seems neat, and I am loving the character customization but learning the new lingo is a little off putting. Savage Worlds on the other hand seems fun AND I could use the system for tons of different settings. Unfortunately I have heard that it doesn’t handle fantasy the best which is mainly what I play. I definitely want to give it a shot though.
I have not done a deep dive on Pathfinder yet, although I have the 2e book. I just need to get it scheduled. Savage Worlds seems like it has done a pretty good job of being able to handle just about anything.
is this better then GURPS? what is easyer to learn n simple
I have not looked at GURPS yet so I can't really answer that question. That said, it seems like a fairly easy game to pick up and learn.
WAY better, the whole system is much more fluid, intuitive and easier to GM and play.
Nice vid series on a great game showcasing the new version.
"Powers" is where Savage Worlds kinda falls down for me personally. The "trappings" idea means a lightning bolt and a stream of bees is mechanically the same and all built from using points. Knowing this is a bit disappointing. I guess I prefer to not know how the sausage is made. Magic should be more mysterious. YMMV
Savage Worlds has so many good settings and I actually came to the system after picking up several setting books and wondering about the SW game engine.
I find it quite interesting and think they seem to have done a pretty good job making a system fit for multiple genres. I am going to hold out final opinions for the report card though =)
The thing to remember with things like magic etc, is just because the player understands the rules, does not mean the characters in the campaign/setting do. Also, damage in Savage Worlds is quite abstract, instead of finely detailed.
The trappings provide descriptive cues, plus any secondary effects such as fires, rashes, wailing phantoms, chemical burns, etc. They also can make a power interact with specific vulnerabilities or resistances. But in terms of being fine vs shaken vs wounded - damage is damage.
As a dm I see no problem with it, maybe as players it Will feel like it's unlimited , especially in a fantasy setting
I think the best to be done if you want to play a fantasy game or a mysterious game is for the gm to prepare a list of spells based on these and give them to the players
Or ask the players to tell him what type of magical user will they be playing and making spells off that
I mean this is possible if you want to keep the mystery to the magical system in your world
What said here in this book is a general guideline so you can add it to any setting you want
I could have sworm powers used cards. Was that older editions?