One thing I think would be a really cool topic that I haven't been able to find for Savage Worlds is GM 'hard won advice' that maybe not as obvious of a mistake but still good to know. Things like how in D&D 5e you don't really want to mess with concentration and attunement since so many things are balanced around them. Or types of effects that can very easily be abused or snowball out of control if you don't know their potential. But I do love this video. I know a lot of players also want the seratonin drip of 'oh piece of candy!' so finding ways to provide that same feeling without using XP (as a big lover of milestone leveling myself) can be a challenge
@@TheSavageGoose rules to ignore would fall under it. More like potential 'gotchas!' that a new DM might not realize could be an issue but players may try to take advantage or rules that may be likely to cause problems at the table. To make a 5e comparison if someone takes both the Sentinel and Polearm master feats they are essentially untouchable in melee combat.
I've been playing with the idea of creating a side XP "Setting Rule". Where XP is rewarded basically using the 1/2/3 system... Where 5 XP can be traded in for a Conviction and 5 Conviction can be traded in for an "Extra Advancement" This is separate from standard Advancement which is still Milestone and Convictions can still be earned and spent like normal (including those they get via XP). Mind you I tend to run Campaigns that start at Novice and aim towards Legendary over a year or two. This is also still just a concept idea, so I haven't tried it out yet.
My only concern with this would be that it would put a decision to the players to either spend or not spend conviction and therefore may end up being just advancement with extra steps.
@@TheSavageGoose It could happen that way, It definitely needs more work, and a ton of play testing before I'd actually use it in a document as an actual Setting Rule.
I would remove the "advancement" mechanic entirely. Ex should be used to purchase individual skills, abilities, and stat increases as you go. Leveling always felt particularly artificial to me. Whereas learning and growing over time and working towards a goal felt more natural and satisfying.
One thing I think would be a really cool topic that I haven't been able to find for Savage Worlds is GM 'hard won advice' that maybe not as obvious of a mistake but still good to know. Things like how in D&D 5e you don't really want to mess with concentration and attunement since so many things are balanced around them. Or types of effects that can very easily be abused or snowball out of control if you don't know their potential.
But I do love this video. I know a lot of players also want the seratonin drip of 'oh piece of candy!' so finding ways to provide that same feeling without using XP (as a big lover of milestone leveling myself) can be a challenge
So like rules to ignore or something else? I want to make sure I understand the request
@@TheSavageGoose rules to ignore would fall under it. More like potential 'gotchas!' that a new DM might not realize could be an issue but players may try to take advantage or rules that may be likely to cause problems at the table. To make a 5e comparison if someone takes both the Sentinel and Polearm master feats they are essentially untouchable in melee combat.
My favorite exp system is one for showing up and one per goal accomplished. 5 exp to advance.
I've been playing with the idea of creating a side XP "Setting Rule". Where XP is rewarded basically using the 1/2/3 system... Where 5 XP can be traded in for a Conviction and 5 Conviction can be traded in for an "Extra Advancement"
This is separate from standard Advancement which is still Milestone and Convictions can still be earned and spent like normal (including those they get via XP). Mind you I tend to run Campaigns that start at Novice and aim towards Legendary over a year or two.
This is also still just a concept idea, so I haven't tried it out yet.
My only concern with this would be that it would put a decision to the players to either spend or not spend conviction and therefore may end up being just advancement with extra steps.
@@TheSavageGoose It could happen that way, It definitely needs more work, and a ton of play testing before I'd actually use it in a document as an actual Setting Rule.
FYI, I made sure to include 'Super 8' on my list of "Inspirational Movies" on pg. 206 of the 'Pinebox Middle School' core book! :-)
One of these days I'll get it. I love that movie so much.
i would love to see time stamps in your videos :)
keep up the savage work!
Yeah, I need to remember to start doing that the day after a stream
I would remove the "advancement" mechanic entirely. Ex should be used to purchase individual skills, abilities, and stat increases as you go.
Leveling always felt particularly artificial to me. Whereas learning and growing over time and working towards a goal felt more natural and satisfying.
I feel like this is just reskinning levels, but I am here for it.
Two hour sessions don't get the point of only gaming for two hours.
What do you mean?