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In my opinion, Savage Worlds only works for settings where the following are true: The heroes are competent Combat is going to be an important, and relatively frequent, part of the gameplay If your setting requires that heroes be incompetent (the same way that Warhammer 40,000 does) or if combat is going to be a rare occurrence to be avoided, you are ...


7

Savage Worlds does not have any special rules to deal with a blast deviating into a location that the attacker cannot see. In order to keep the game going, it's assumed that it got there somehow and there are no rules to try to correct for this. Possible explanations for how it got to a location out of line of sight include: The grenade bounced off the ...


0

The magic system described in the Savage Worlds core rules is heavily geared towards combat; even the few utility spells and non-combat buffs have a very limited range and duration, making most of them unsuitable for non-combat situations. Take teleport for example: in D&D you can teleport 100 miles per level, while in Savage Worlds you can teleport ...


7

Don't control the mooks individually, split them into groups. A group of mooks can act on a single initiative card, move together, and attack together - and because they're Extras, you can roll their attacks simultaneously as a dice pool. For example if you've got a group of 5 soldiers with Fighting d6, move them all at the same time and then roll 5d6 to ...



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