Thursday, November 24, 2011

Why Savage Worlds is e6 (8, 10, etc)

Last time, I talked about E6. The more I thought about it, the more I realized that the way E6 deals with "high level" is basically the same as Savage Worlds.

That is, once a player in SW gets to Legendary, they just start collecting edges and (slowly) improving traits.

Which is pretty much what E6 does. Just, you know, feats instead of edges. Because naming them different is damn near the only real difference.

There's a feat for that

while E6 and SW came to the same basic strategy, they got there in different ways. SW has some inherent limitations because it relies more on rolling dice than adding modifiers. There are only so many dice, so you have a semi-stable "upper limit".

E6 got there because d20 relies on modifiers and few dice. Thus, there is no true upper limit. As the game progresses, the modifiers get more and more complex until the system just breaks under the strain. E6 bypasses this by creating an upper limit around where the math is still efficient.

Either game is more or less fine, I'm not claiming one is superior. I just think the design strategy is interesting. I don't care for Savage Worlds damage system, and d20 (especially Pathfinder) is rules heavy. Both are flawed, but both are good.


No comments:

Post a Comment