This is a continuation of what we started over here.
Burt the Ogre wrote:
I hadn't thought about intimidate. I keep trying to get the players to use Tricks, but for some reason they don't. At first I thought it might not be right to use them against them, but it may be just the thing to make it more challenging for them and also to show the value of them. I'll have to check out War Cry.
I have 5 PCs in the group with no allies. They haven't picked up on using allies yet. Also, until I get a better hang of challenging them, its probably better that way. Sometimes its hard to always justify hoards coming at them.
Another thing is that right now I am only using the SWEX for rules. I haven't brought in any other edges or powers from outside. I'm working up a list that I want to add in. Any suggestions?
And I think you had a good idea in one of your earlier posts. We should probably start a new thread for this, about SW tactics and such. We don't want to thread-jack.
The hands down best way to get players to use Tricks is to use Tricks on the characters. Especially Smarts tricks on the less intelligent characters. :D
Five PCs are powerful. More powerful than they realize yet. One thing you might try are some ranged weapons, from a fair distance. Individually they often don't seem to do much; a squad of 10 are terribly deadly.
Here are Savage Supplements that I'd recommend:
* Fantasy World Builder Toolkit
* Horror GM's Toolkit (lots of great items)
* Shaintar Player's Guide
* Runepunk Player's Guide
I'd start with those, and maybe add the Fantasy Gear Toolkit. Even though its a 3rd party setting, I consider the Shaintar PG essential for constructing a fantasy world, if for nothing else than to see how they do it.) Also, Runepunk is listed because its got GREAT summoning/binding rules and an interesting way of doing racial edges (that the free Wizards and Warriors PDF from PegInc uses).
You should also definitely download Dungeons and Savages by Joel Sparks, and the Savage Beasts by Butch Curry.
The rest of my suggestions would all be based off settings, and obviously, these are in order of applicability. You can do either full Setting Book or Player's Guide on these, depending on whether you want the whole setting or just the character-relevant info.
* Evernight
* 50 Fathoms
* Soloman Kane
* Deadlands
* Rippers (iffy, but has some useful stuff)
* Low Life (iffy, but also has some useful stuff)
I mostly plunder edges, hindrances and additional powers from the settings, but occasionally there are cool flavor bits, new ways to handle Arcane Backgrounds, or even some additional rules (50 Fathoms has cool rules for carousing and trading, for example).
I have a collection of edges, hindrances, powers and equipment that I've collated from various sources (free and not), and a series of Arcane Backgrounds (Sorcerer, Wizard, Druid, Cleric and Monk) and "Class Templates" (a suggested list of skills and edges to emulate D&D classes) that I created to help SW "feel" more like D&D, specifically Pathfinder. (Actually, I started them to emulate more of an old school, 1st Edition feeling, but thats how Golarian feels to me, so it works well.) I could probably share the ABs and Class Templates, but the other lists contain too much copyrighted work to share.