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Dec 10, 2016 18:34:48 GMT -8
via mobile
Post by ericfromnj on Dec 10, 2016 18:34:48 GMT -8
Now I know where to find several but does anyone have any personal experience with running a Savage Worlds Star Wars game. My 6yo has experienced RPGs with Savage Worlds and wants to do Star Wars. I want to keep the rules similar enough to cut down on the confusion.
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Dec 20, 2016 16:52:58 GMT -8
Post by kurtpotts on Dec 20, 2016 16:52:58 GMT -8
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Dec 21, 2016 11:09:43 GMT -8
Post by OFTHEHILLPEOPLE on Dec 21, 2016 11:09:43 GMT -8
I've seen that fan creation and it's okay. Ideally if you're just being Rebels you don't have to change much of anything in core without slapping Trappings on stuff that's already there. The Force can be made to be "Arcane Background: Miracles" and you just run it with the No Power Points rules, maybe make some no-brainer edges that go along with being Jedi.
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Dec 21, 2016 13:35:04 GMT -8
Post by ilina on Dec 21, 2016 13:35:04 GMT -8
Jedi can easily be handled by Arcane Background Psionics or Arcane Background Magic too. though the powers of a Jedi are more Psionics with a religious mystical trapping than anything else. so take Psionics and you have the base for a Jedi. there might be a set of overpowered stats for a lightsaber in the core rulebook, but i would instead suggest using the rules for a monomolecular sword because the lightsaber stats in the core book are way too powerful.
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Dec 21, 2016 16:48:38 GMT -8
via mobile
Post by ericfromnj on Dec 21, 2016 16:48:38 GMT -8
Yeah I have been reading the sci-if companion and I realized the conversions are a little too complex for the sake of play balance.
I mean I am running for an eleven year old and a six year old. Play balance I don't need as much at that age.
They have both played Savage Worlds supers before so I know they get the concepts. They just want to play Star Wars.
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Dec 21, 2016 17:13:59 GMT -8
Post by ilina on Dec 21, 2016 17:13:59 GMT -8
you don't need a Fan Conversion
Jedi are Simply Arcane Background (Psionics) but can use Psionics to Qualify for Miracles and Magic based arcane edges, like Wizard and Champion.
a Lightsaber is simply a Monomolecular Sword
a Blaster does 2d6 for a one handed blaster or 3d6 for a 2handed blaster. a full auto blaster deals 2d6 with an RoF of 3. either way, you use the rules for cinematic ammo, where they run out of ammo on a snake eyes or run out when you consider it dramatically appropriate.
Stormtrooper armor is essentially full Plate with a helmet
every race effectively counts as human, but you can take a second major hindrance in exchange for the normal benefits or 2 points worth of racial abilities.
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langley
Initiate Douchebag
Posts: 2
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Dec 24, 2016 1:50:52 GMT -8
Post by langley on Dec 24, 2016 1:50:52 GMT -8
I always thought stormtroopers in other systems were massively OP. I like to treat trooper armor as survival equipment for resisting environmental effects, and maybe basic riot gear to resist blunt weapons/nonlethal damage. I uses this fan film as my guide. www.youtube.com/watch?v=ym-xHehd4NI I prefer the chainsaw rules to the molecular sword for lightsabers, so it does not have AP, but may be treated as a cutting tool outside of combat, and used as a cutting tool against a stationary target if a full round of combat is used. Jedi can take a Lightsaber Proficiency edge that negates the accidental self-damage rule for chainsaws (natural 1 on fighting die regardless of wild die hits the wielder instead of the target). I also allow the Full Defense action to apply to ranged attacks, so that your fighting roll replaces your TN as well as your parry during Full Defense. If your Full Defense fighting roll beats the attackers roll with a raise, the shot is deflected back at the attacker. Most of the conversions I've seen are 1 to 1 mappings of the WotC D20 game, which tried to take elements of every darkened corner of the (now defunct) EU and cram it into a balanced system using D&D 3.5 as the template. I find it's better to start from scratch and use the core Savage rules with Star Wars trappings in whatever way makes the most sense to you.
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Dec 24, 2016 1:59:52 GMT -8
Post by ilina on Dec 24, 2016 1:59:52 GMT -8
I always thought stormtroopers in other systems were massively OP. I like to treat trooper armor as survival equipment for resisting environmental effects, and maybe basic riot gear to resist blunt weapons/nonlethal damage. I uses this fan film as my guide. www.youtube.com/watch?v=ym-xHehd4NI I prefer the chainsaw rules to the molecular sword for lightsabers, so it does not have AP, but may be treated as a cutting tool outside of combat, and used as a cutting tool against a stationary target if a full round of combat is used. Jedi can take a Lightsaber Proficiency edge that negates the accidental self-damage rule for chainsaws (natural 1 on fighting die regardless of wild die hits the wielder instead of the target). I also allow the Full Defense action to apply to ranged attacks, so that your fighting roll replaces your TN as well as your parry during Full Defense. If your Full Defense fighting roll beats the attackers roll with a raise, the shot is deflected back at the attacker. what book is the Chainsaw Found in? my problem with the Laser Sword Stats is more the +8 static damage bonus than the Massive AP. but then, i allow any cutting or hacking weapon to be used as a cutting tool outside of combat.
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langley
Initiate Douchebag
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Dec 24, 2016 9:50:41 GMT -8
Post by langley on Dec 24, 2016 9:50:41 GMT -8
It's in my copy of the explorer's edition under modern weapons.
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Jan 5, 2017 11:51:20 GMT -8
Post by savagedaddy on Jan 5, 2017 11:51:20 GMT -8
At the end of the day, all you need is Savage Worlds Core rules and your own creative imagination (aka Trappings). I created a free fan companion a few years ago called Savage Daddy's Star Wars Companion. If I had to do it over again, I would cling closer to core with the following suggestions. - Players start each game session with one additional Benny per rank. Lightsabers - Use chainsaw stats from Savage Worlds, but require called shots to do lethal damage. - Any non-Jedi characters suffer the Unarmed Defender rule against an opponent with a lightsaber. - Lightsabers do heavy damage against armor and vehicles Jedi - Rename Arcane Background (Miracles) to Arcane Background (The Force) with Force instead of Faith and use the Jedi Code as sins. - Consider starting play at Seasoned Rank Jedi Masters by requiring Major Vow (Jedi) as a Hindrance for 0 points. - All powers are trapped as Telekinesis or Psionics - I would definately go with the No Power Points rule Jedi Mind Trick (New Power) - Same as the Mind Reading Power, but each success equals success on a Persuasion Roll starting against a foe who is neutral. Weapons - Put blasters in categories of small medium and large and use the futuristic weapons table. For stun setting (takes an action to switch it) the target makes a Vigor roll verses the damage or is unconscious for 1d4 minutes. Droids - Don't overcomplicate it. If a player character wants to be a droid, apply the Construct race from core. I'd argue against it and make players take the Followers edge to gain ownership of a Single Droid. There. That's all you really need to do Star Wars with the basic Savage Worlds core rulebook. If you get stuck, stop and think what the final effect a thing has on the game play. For example. Born and Hero and Heroes Never Die are perfect Setting Rules for the FFF of Star Wars. Keep it pulpy!
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Jan 9, 2017 10:57:44 GMT -8
Post by kurtpotts on Jan 9, 2017 10:57:44 GMT -8
Don't overcomplicate it. Keep it pulpy! I think this is the best advice I've heard for Savage.
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