I got the draft pdf for the upcoming Savage Worlds Adventure Edition. I haven’t read the whole thing, and can’t recognize all the changes.
Now there’s a lot I like about the system, old and new. I like that I can build characters instead of having to roll for them. I like that I can build characters with disabilities and/or unusual abilities. (The Core rules for Basic, Mythras, and Pathfinder don’t allow this.) I like that, when there are a lot of characters rolling at once, I can often pick up 1 die each, instead of tracking 2+ dice for each character, and making sure they don’t get mixed. (The D6, Shadowrun, Storyteller, and Cortex systems all require multiple dice. And I don’t like Storyteller.)
But there are a few things I don’t like. The biggest is the rift between major “Wild Card” characters and minor “Extras.” I’ve thought of a couple ways to narrow the rift. Since Wild Cards roll 2 dice, if I treat everyone as Wild Cards, I may as well learn Cortex and use it instead.
I see 3 basic approaches.
1st, I could treat everyone as extras, which would make player-characters much weaker and most existing scenarios much harder.
2nd, I could drop the wild die but increase everyone’s abilities and skills by 1 die type. If human abilities start at d6, that also allows more room for non-human animals to have lower abilities, as well as higher. It would require new target numbers, instead of 4 and 8. It would quickly end up forking the system.
3rd, I could treat everyone as near-“Wild Cards”. I would add 1-2 wild dice per group and have them replace the lowest regular dice.
Regardless, the Adventure Edition draft doesn’t offer any suggestions yet.
Some relatively minor issues:
There are a lot of changes to the skill lists, though they are relatively balanced. There shouldn’t be any need to convert non-player characters from the old system to the new. Though there are times I’d like to try characters without 1d4 in some standard skills.
The old and new standard language rules count each language as a separate knowledge skill. Which can eat up a lot of skill points. There’s a “linguist” (sic) edge for polyglots.
They have added quick encounter rules to speed things up. Good!
I’d like to see social conflict rules.
I haven’t quite figured out the new chase rules or changes to the other combat rules.
I’d like to see more ways for experienced characters to avoid being hit (and killed) in combat because it looks like offense outpaces avoidance. And historically, inexperienced soldiers suffer heavier casualties.
Now there’s a lot I like about the system, old and new. I like that I can build characters instead of having to roll for them. I like that I can build characters with disabilities and/or unusual abilities. (The Core rules for Basic, Mythras, and Pathfinder don’t allow this.) I like that, when there are a lot of characters rolling at once, I can often pick up 1 die each, instead of tracking 2+ dice for each character, and making sure they don’t get mixed. (The D6, Shadowrun, Storyteller, and Cortex systems all require multiple dice. And I don’t like Storyteller.)
But there are a few things I don’t like. The biggest is the rift between major “Wild Card” characters and minor “Extras.” I’ve thought of a couple ways to narrow the rift. Since Wild Cards roll 2 dice, if I treat everyone as Wild Cards, I may as well learn Cortex and use it instead.
I see 3 basic approaches.
1st, I could treat everyone as extras, which would make player-characters much weaker and most existing scenarios much harder.
2nd, I could drop the wild die but increase everyone’s abilities and skills by 1 die type. If human abilities start at d6, that also allows more room for non-human animals to have lower abilities, as well as higher. It would require new target numbers, instead of 4 and 8. It would quickly end up forking the system.
3rd, I could treat everyone as near-“Wild Cards”. I would add 1-2 wild dice per group and have them replace the lowest regular dice.
Regardless, the Adventure Edition draft doesn’t offer any suggestions yet.
Some relatively minor issues:
There are a lot of changes to the skill lists, though they are relatively balanced. There shouldn’t be any need to convert non-player characters from the old system to the new. Though there are times I’d like to try characters without 1d4 in some standard skills.
The old and new standard language rules count each language as a separate knowledge skill. Which can eat up a lot of skill points. There’s a “linguist” (sic) edge for polyglots.
They have added quick encounter rules to speed things up. Good!
I’d like to see social conflict rules.
I haven’t quite figured out the new chase rules or changes to the other combat rules.
I’d like to see more ways for experienced characters to avoid being hit (and killed) in combat because it looks like offense outpaces avoidance. And historically, inexperienced soldiers suffer heavier casualties.