tag:blogger.com,1999:blog-5149158411520408380.post826726130828766912..comments2012-01-27T11:43:22.601-06:00Comments on RPG Diehard: Rules-lite Savage Worlds: It works for usUnknownnoreply@blogger.comBlogger7125tag:blogger.com,1999:blog-5149158411520408380.post-88230536918345420362009-09-29T12:52:50.898-05:002009-09-29T12:52:50.898-05:00The thing with individual initiative is that it re...The thing with individual initiative is that it really forces the players to act in a vacuum. They wait their turn, more or less oblivious to the actions and intentions of the rest of the group, until they get the chance to act. This phenomenon is exacerbated if the GM enforces the "no metagaming/no strategizing" when it's not your turn to act.<br /><br />I'd prefer that my players feel like a team, so we use group initiative and they can use their turn to plan out the best course of attack (or retreat)!Patrick W. Rollenshttps://www.blogger.com/profile/12832604648690667589noreply@blogger.comtag:blogger.com,1999:blog-5149158411520408380.post-60088679380494024412009-09-29T12:16:17.563-05:002009-09-29T12:16:17.563-05:00I definitely see the advantages of group initiativ...I definitely see the advantages of group initiative as it concerns planning. My favorite D&D was Basic/Expert/Rules Cyclopedia and I played that for years. I've argued recently that combat in D&D 4e (a game I intensely dislike but yet still find myself playing from time to time) would be a lot more interesting with group initiative. My viewpoint was not popular amongst the 4e enthusiasts.<br /><br />I still like the cards, but if you're going to replace that then my second favorite system would be yours. :-)DerelictManhttps://www.blogger.com/profile/11174843636295638546noreply@blogger.comtag:blogger.com,1999:blog-5149158411520408380.post-21573778405727448832009-09-29T11:10:15.466-05:002009-09-29T11:10:15.466-05:00Yep, we removed the Joker along with the cards. In...Yep, we removed the Joker along with the cards. Instead, I allow the players to go in whatever order they wish when their "side" has initiative. This is almost as effective, because the players can spend a minute or two talking amongst themselves about how they want to proceed, so they can layer spells and buffs, etc.<br /><br />I agree the cards are cool, but they don't "feel" thematic to our fantasy game.<br /><br />@wrathofzombie: You are so right! Cover, darkness, concealment, long range...all that stuff adds to ranged combat. Truthfully, we've only just started fiddling with ranged fighting, as Supah noted, so I'll have to up my game to make sure we apply the appropriate modifiers. Target Number 4 only applies to a clear day with unimpeded lines of sight.Patrick W. Rollenshttps://www.blogger.com/profile/12832604648690667589noreply@blogger.comtag:blogger.com,1999:blog-5149158411520408380.post-57080731054213846472009-09-29T10:30:37.479-05:002009-09-29T10:30:37.479-05:00This comment has been removed by the author.Supahhttps://www.blogger.com/profile/18436226237333436435noreply@blogger.comtag:blogger.com,1999:blog-5149158411520408380.post-69995505175767856032009-09-29T10:29:31.430-05:002009-09-29T10:29:31.430-05:00Wow, I would have ditched almost anything before g...Wow, I would have ditched almost anything before getting rid of the cards. To me they are one of the main defining features of the game. In my SW experience, nothing gets the attention of the players at the table quite like the GM tossing cards at the players and folks waiting for that Joker to come up.<br /><br />But if you are going for speed I imagine the single d6 per side would accomplish that quite well.<br /><br />So in your init system, does anything replace the joker, or did you just remove any mechanic that depends on it?DerelictManhttps://www.blogger.com/profile/11174843636295638546noreply@blogger.comtag:blogger.com,1999:blog-5149158411520408380.post-10543706502850835302009-09-29T09:58:25.695-05:002009-09-29T09:58:25.695-05:00The game sounds great! I love the simplicity and ...The game sounds great! I love the simplicity and fast paced feel of SW!<br /><br />@ Supah- The only thing that I can say that adds to ranged target modifier is cover. When we first started playing SW, my player tended to forget that you can move before and after combat, they were all so used to DnD rules. <br /><br />After figuring it out, they would run out, shoot something, then run back for cover giving them effective modifiers. Cover is SO much more important in SW than DnD.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-5149158411520408380.post-34045716585923445092009-09-29T09:26:59.334-05:002009-09-29T09:26:59.334-05:00As a player in the game, I agree that stripping th...As a player in the game, I agree that stripping the system down has been great. The only thing that still bugs me about the system is that the target number of 4 to succeed applies to ranged weapons (melee weapons have to beat an opponent's parry, which can be considerably higher). Now that we've started seeing more ranged weapons in the game, it's become pretty clear that focusing on ranged weapons would make for a much more effective fighter (not only would you hit 4 almost every time, but you'd have a pretty significant chance for a raise, which would give you extra damage).<br /><br />If my awesome, flaming sword wielding paladin bites it, I'm making a character that can fight at range. (Bounty hunter, here I come!)Supahhttps://www.blogger.com/profile/18436226237333436435noreply@blogger.com