Review of Savage Worlds Deluxe, Part 2
Welcome back! This is part two of my review of Savage Worlds Deluxe. You can read part one here.
I said in my first review that Savage Worlds Deluxe was truly a deluxe version because it featured a number of supplemental rules. The biggest addition is a number of new subsystems. I’d like to go into a bit more detail about each of them:
Actually, this is an old system, but it’s gotten a complete overhaul. Rather than tracking distances in a chase, each round players are dealt multiple cards that tell them the relative distance of how far away they are from their target and if ranged or melee attacks are possible. It’s a really abstract system that takes getting used to, but it’s fast and works well for chases in situations like a crowded city with lots of traffic, where the participants are dodging in and out of shops and climbing on rooftops.
I think that the chase rules in Explorer’s Edition did a lot better with a more traditional chases, like pursuing a rider on horseback on the open plains, and it would be somewhat unsatisfying to do such a chase with this new system. But there’s no reason that both can’t be used if you identify which is more appropriate for your situation. By the way, Pinnacle has released a PDF of the new chase rules for free here.
Dramatic Tasks are somewhat like the D&D 4e skill challenge system except that they’re all about trying to get so many successes before time runs out (typically 5 rounds or 5 attempts). For instance, if you’re trying to disarm a bomb, you might have to get five successes (raises count towards this) before five rounds are up or the timer reaches zero. There’s also some advice on making this task happen in the middle of combat for extra tension. Used alone, I’m not sure they’re really all that special, but done in the middle of combat, I think they’ve got a lot of potential.
This is a system for when the characters have some downtime and are revealing a bit more about their lives. Each player gets a card and, depending on the suit, shares with the party about a tragedy, victory, love, or desire that they have. I let these be loosely interpreted, so drawing “love” would allow a character to, for instance, share about a cause they are passionate about. As a reward, players get a benny or an adventure card. It’s a nice way to tie in character backstories, although I think having only four options makes it a bit limiting. (Pinnacle has a full release of the text here).
If you’ve ever wanted to have a courtroom debate or get the players to make a mob stand down, this system is for you. There are three rounds of conversation where characters are trying to rack up more successes on Persuasion rolls than the other team, with bonuses going to especially good points. There’s also extra rules if you’re trying to argue technical points, like legal matters. After these rounds are done, just look at a table describing the outcome based on the margin of victory. All in all, a decent subsystem that, if a bit simplistic, works well for what it tries to do.
For when you want to have something more interesting happen than “you walk for many days and nights,” there’s this new system. You can calculate how long the journey will take by land, air, or sea and each day you draw from the encounter table to see what happened that day. It’s a simple way to make things more interesting without bogging down the journey, but might need to be customized depending on the style of play. For instance, if you want a Lord of the Rings style journey, you could draw more frequently and customize the encounter table (e.g. as you’re traveling, you get intercepted by a group. Since you’re in Rohan, it’s a group of Rohirrim soldiers).
Some Final Thoughts
All in all, I think it’s a really good book and has some neat additions. It’s not an essential upgrade if you already have the Explorer’s Edition, especially since Pinnacle has released some of the new stuff for free online, but it’s really cool nonetheless.
Being a Savage Worlds fanboy, I preordered Savage Worlds Deluxe at Origins this year. Studio2Publishing had a deal where you could get a CD with the PDF right there at the con and then pick up the hard copy at GenCon or get it mailed to you. I did that and got it signed by Savage Worlds creator Shane Hensley and contributor Clint Black!
If you’re a diehard Savage Worlds fan too or you like having a hardbound book in a larger size, I’d recommend getting it. If you’re a GM and think you’ll use the new subsystems or one-sheets, I’d recommend getting it. If you’re a player, it’s really up to you. If you are really intrigued by the new Edges or Powers, you might be interested in it, although if you have at least one copy of the book at the table, you can get them easily enough. Aside from that, I guess it just depends on whether or not you like the larger, hardbound book.
Also it’s worth mentioning that Joel Kinstle, vice-president of Pinnacle, wrote the following on the Pinnacle forums:
Like the two Deadlands core books, you should expect an Explorer’s Edition-sized paperback coming out in about a year [from the August release date] (possibly sooner if all the SWEX evaporate really fast), and then those two core rulebooks will share the shelf and catalog space.
To the best of my knowledge, Savage Worlds Explorer’s Edition has been evaporating pretty fast. So I wouldn’t be surprised if by Origins, or GenCon at the latest, we’ll see a new “Explorer’s Edition size” of the Deluxe Edition. I predict that it will be $10-15, but in order to convert the material from 160 big pages to 160 small pages, some things will have to be axed. No doubt that the full page setting ads will go away as well as the “Design Notes” sidebars. My guess is that it will have the rules changes, the new Edges, the new Powers, and either the Races or the new subsystems, but there will only be one one-sheet adventure instead of five.
Well, that’s my review! If you’ve got any questions, comments, or jokes, feel free to share it in the comments!