The Savage Worlds Revised PDF is out, with a print edition coming soon. If you have the original rulebook, you may want this for the style but not necessarily the substance. If you don't have the rulebook yet, this is the definitive version.
Post originally by Absinthe_Minded at 2005-01-10 06:27:26
Converted from Phorums BB System
I think there has been some discussion over just using a spirit check rather than requiring a separate "guts" skill.
My group uses the Guts skill for games where it is going to come into play frequently (i.e. horror) and eliminate it for games where it’s not – like our current SW Gamma World game.
Post originally by Rafial at 2005-01-10 10:56:25
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Despite owning the original printing, I knew I had to pick this up after seeing the updated Test Drive rules and flipping through my friends PDF copy. I love the SW system, but the original rulebook had such eye bleedingly bad layout that I'd wince everytime I looked at it. Revised actually looks professional. I've got it and Necessary Evil on order at my FLGS
Plus, it'll be nice to have some extra bulk to stuff like powers and gear and critters.
Have they cleaned up the confusing and contradictory stuff in the Chase and Mass Battles rules? That was one other notable shortcoming of the original printing.
Post originally by jay verkuilen at 2005-01-10 12:58:40
Converted from Phorums BB System
Absinthe_Minded wrote:
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>>I think there has been some discussion over just using a spirit check rather than requiring a separate "guts" skill. My group uses the Guts skill for games where it is going to come into play frequently (i.e. horror) and eliminate it for games where it’s not – like our current SW Gamma World game.<<
Good idea and a common solution.
To answer the original poster, the problem with the Guts skill is that it's a real point-suck in a game that already keeps you pretty point-starved. I ended up using a Spirit check modified by your rank (Novice = 0, Seasoned = 1, etc.), and also modified by the stimulus (0 for a standard one, -2 for something bad, etc.). WC characters could spend a Bennie to avoid freak-out. This wasn't perfect but it worked well enough.
Post originally by Tim Gray at 2005-01-10 13:15:01
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I thought the original's layout was fine. I found it particularly interesting to compare its appearance to the D&D PHB, as big clues to their respective approaches (simple vs dense), and was concerned that the new edition might lose that.
Post originally by virago at 2005-01-11 14:49:57
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If the Test Drive 4.00 PDF is any indication, then I agree that it's come a long ways.
The original SW book was pretty ugly. The art was too cartoonish/comic book, the font was ugly, and there was way, way too much grayscale on every page that made it all look like a photocopy of something that was originally in color. Style-wise, I would have given the original book a 2 or 3 out of 5.
Looking at the art in the PDF, most of it makes me want to look away, so I think it makes a 5 style impossible for me, but a 4 seems right.
Post originally by Matthew Mather at 2005-01-11 22:24:33
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Just to clarify: yep, that's what I was talking about. Guts is cool in a horror-heavy campaign like Tour of Darkness or Zombie Run (a Savage Tale PDF avilable via RPGNow) but seems much less useful in Evernight or Necessary Evil.