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6

The Shaman's tactic is fine. Most of the shaman powers are ranged or have the spirit keyword. This means the shaman can stay away from the front lines and stand in a slightly safer position, where the only way to harm him is using ranged attacks or bypassing the defender. It's actually a good thing for the group if the shaman stays back and tries to get ...


4

"Terrain is often of more value than bravery." — Flavius Vegetius Renatus, De re militari Just because your players are failing to make use of the terrain around them, doesn't mean their enemies won't The NPC enemies that your players face should me making heavy use and advantage of powerful terrain features to their advantage. They should be getting a ...


4

Creative Fatigue Creative Fatigue is when you get mentally tired having to generate new, creative stuff, in the moment during play. Some game systems this is more, or less of an issue. Two things influence this: 1) Iterations vs. outcome How many times do you have to come up with creative descriptions for a given situation? If a whole situation is ...


3

There's basically two factors you want to make sure to hit upon. Consequential Terrain As you mentioned, the terrain you include doesn't actually influence the combats on the basis of the power levels involved. You should think about what kinds of things DO work at that level. Lava? Alien superstructures that can't be blasted through? Etc. That's just ...


3

A pure warlock will be using EB a lot most likely. But with very little work, you can build a Warlock that is a melee monster. https://docs.google.com/document/d/1s7vTgl1KRuR78BDTmMIdJDLbWaRs3RTLhx3CE6QLrDE is the one I've worked out. Pretty solid at range (low CHR), but can nearly keep up with the melee classes in the long haul, has a few pretty solid ...


3

Perhaps the Dramatic Task rules would do the trick. Possibly it could be modified as an opposed task where the first to reach five successes wins the duel.


2

Both problems can be alleviated by making sure that both sides have enough Bennies. You can spend a Benny to immediately get out of Shaken (even when not on your turn or after you make a Spirit roll at the beginning of your turn to get out of Shaken). You can also spend a Benny to soak damage, limiting the effect of exploding dice. That said, Savage Worlds ...



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