Pedrop says:
Thanks, I will look into this older version. It's the one with "step dice" mods to main roll?
Yep, one of my favorite elements. It worked well for modern role-playing, science-fantasy, and fantasy, believe it or not.
Pedrop'' says:
But I wanted to get back to Savage Worlds for a moment. I like its structure of this rule system and ideas in the rule books very much... but one thing bothers me in this system: main TN is 4.
What means considering that if you are somehow trained in the skill - even just a little - you have more than 50% chances to have a hit on the roll. So it seams that you succeed with doing almost
everything in this system? So it seems "too easy". Add to this exploding die (and I like this idea a lot too - at it own) and even 1 level PC is
mostly successful at everything?
Of course it is only me theorizing about this system as: besides of reading the rule books I was literally in
one game here on GP that were run on SW ruleset. So that's why I'm asking experts in the subject: isn't SW "too easy on PC's" ? And one don't feel the challenge? Or I'm missing a lot of points in this subject?
Yes, it is easy to succeed in SW, but that's what makes the system (as they advertise) "Fast! Furious! Fun!" With your Wild Dice, you have a 50% chance to succeed on nearly anything you try, but in my experience (and I play a lot of
Savage Worlds), it doesn't unbalance the system because even if you hit, you have to overcome their Toughness to actually deal damage. There is something really enjoyable about rolling an Ace and seeing the dice explode! And don't forget, if the foe is also a Wild Card (as most of the BBEGs are), they also have a Wild Die, so they succeed as often as the players do. And the Ace mechanic means that even a lowly minion can get a lucky hit once in a while. My players are just getting into
Savage Worlds but they really enjoy the Wild Die and Ace mechanics and the relative simplicity of the system.