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Rules (wip):
Savage Worlds has fast, brutal combat that instead of feeling balanced always feels risky. This is counterbalanced by the players having "bennies", which are basically poker chips they can cash in for a re-roll of basically any roll, to tank ("soak") some damage after an attack hits them but before damage is resolved, change a small story detail at the GM's discretion, restore power points (basically mana for spellcasters).
At its best it feels like a pulpy, campy action system. The rule-set is generic and there's over a hundred setting books in various genres. IMO it's definitely worth checking out.
I'm running it for a multiverse-spanning multi-genre game. It's a ton of fun so far.