Savage Problems

Savage Worlds is currently one of the most popular systems available, having seen a rapid rise in popularity since its release. Partially that’s down to the cost (the explorer’s edition of the core rulebook comes in at under £10), the wide range of available settings (central to which is the rebooted Deadlands setting) and the ease with which the system can be picked up.

All in all it’s a good system but having now had a chance to play it I’m slowly coming to the conclusion that it’s not a system for me.

Before I continue I will point out that I’ve played the game extensively, to date I’ve run it once,  played in a couple of one shots and most recently just finished playing in the first part of a Deadlands Noir campaign (which will be shifting to Cortex Classic when we resume it). It took all of that for me to get a proper feel for the system, and then work out what bugged me about it and in the end it came down to two interconnected issues.

Target number of four

One of the central tenets of Savage Worlds is that the basic target number for any action is 4. Apart, that is, from when it isn’t. Rather than having suggested difficulties Savage Worlds relies heavily on situational modifiers that can greatly raise or reduce the difficulty. On it’s own this isn’t a massive issue, the problem is that the numbers seem to vary so significantly that I just can’t get a handle on working out what I need to roll. Now part of this could be alleviated by the GM stating in advance what the difficulty is but even having that knowledge would only partially help. The reason it would only partially help is that once target numbers get above 8 (which seems to happen fairly regularly) most characters can only succeed with the aid of an exploding die.

And once explosions become a requirement rather than a bonus I (personally) just can’t keep track of my chances.

Combat

My issues with combat in Savage Worlds are mostly a continuation of of the target number four problem, complicated by the Shaken mechanic. The target number issue is as before, however, in combat target numbers seem to soar even higher. Parry, the “to hit” target number typically ranges from 4-8 (the highest in the Deluxe rulebook bestiary is 9) before inclusion of any modifiers but it’s toughness where the numbers get silly, with values often into double figures. That this can then be boosted by armour and that initially you need to get 4 higher again in order to cause a wound rather than a shaken result just takes the piss.

As a gamer with an interest in game design I suspect that this was a deliberate choice, meant to emulate pulp action scenes. For example take Indiana Jones, when he gets into a brawl with a tough opponent he lands plenty of blows that do nothing (hitting but failing to beat the toughness) before landing a few spectacular punches that floor the opponent. In a movie this works, in a game it’s just frustrating to land the attack then be told you’ve not done any damage.

I mentioned shaken being another bugbear of combat in Savage Worlds. This is a much simpler issue, being shaken takes reduces player involvement by preventing them from taking actions and players who can’t do anything get bored. Once again I understand the desire to emulate the genre but it just doesn’t translate into a workable mechanic. I suspect next time I run Savage Worlds I’ll house rule Shaken, turning it instead into a -1 or -2 penalty, that way players still have a chance to do something useful on their turn.

So there it is, my issues with Savage Worlds. They’re not big issues and certainly not ones that would prevent me from ever playing the system again but for the moment I’ll be heading back to Cortex, simply because it’s a system I grok.

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