Savage Worlds Adventure Edition Changes

I have started re-reading the new Savage Worlds Adventure Edition again, this time with the latest version (4.1) of the draft. In part to make sure that I learn the rules, and see the updates that were made since the initial kickstarter release, but also to make notes about the rules changes that I like verse those that I don’t. You can find my full review here.

Changes that I like

  1. I like the inclusion of Core Skills. I think that this is a great extension point to further customize characters for different settings. Maybe including such skills as Riding for a setting where everyone rides, or maybe Academics for a school based game.

  2. The change of the edge New Power to New Powers and it now granting two powers instead of one. It was always hard to build a spell caster with the proper suite of spells when you only got one an advance.

  3. The ability to spend an advance to learn two new skills, or learn a new skill and raise an existing skill that is below the linked attribute.

  4. The ability to use bennies to recover power points. This is a nice addition to the game that keeps the spell casters able to show off during combat.

  5. The ability to use bennies to make story changes. This is a nice addition from the more story telling games like Fate that gives the players more control over there characters and how they interact with the setting.

  6. Not being able to Evade all area effect attacks. Nothing was more annoying than casting Burst, spending the power points, and having it do nothing because everyone evaded.

  7. The change in power point recovery from 1 point per hour to 5 points per hour.

  8. The change of Aim from providing a +2 to hit to it reducing four points of penalties incurred by shooting. This also goes for the similar change to the Marksman edge.

  9. The move to a three action economy.

  10. Attacking a non adjacent opponent while in melee with a ranged weapon/power leaves the attacker Vulnerable.

  11. Support and Test options, especially the new support rules.

  12. Suppressive Fire, previously it felt underpowered, but now it feels like a useful if complicated tactic.

  13. The new Chase rules. They just make a heck of a lot more sense to me than the original rules did.

  14. The new setting rule for More Skill Points.

  15. The new setting rule Wound Cap.

  16. The new Wealth system. I do not find awarding money in a game interesting and so, I tend to forget to do it.

  17. You now spend 1 power point to maintain a power for its full duration.

  18. You now recover 5 power points per hour instead of 1.

  19. Power Modifications.

  20. The rules for Arcane Devices.

  21. Healing and Greater Healing got rolled into one power.

Changes that I am not sure about

  1. The change in Gang Up bonus from a +1 for every ally next to your target to a +1 for every ally next to your target minus -1 for each of his allies next to you.

  2. The new statuses, Distracted, Vulnerable, Bound, Entangled, and Stunned.

  3. The ability to Short a power during activation.

Changes that I don’t like

  1. The ability to use bennies to draw a new card from the action deck. I am afraid that this change will just slow things down at the start of combat.

  2. Disarm, there are differences between attacking the weapon and attacking the limb. I would have rather they went with one or the other, not some combination of both.

Author: Hours without Sleep

I am a professional software tester, who has an interest in programming, computers, role-playing games, history, and reading in general. This is my third attempt at keeping a blog, and I am going to try putting all of my thoughts in one place, and see how it goes.

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