My groups and I decided to stick with Savage Worlds Deluxe as we already invested time and money into it, both in FG and outside. We don't want and don't have time to adjust to all changes imposed by SWADE and invest further for the sake of it being new. The switch to SWADE might be in the future, when the core rulebook, supplements and some settings are released under the new version of the rules. Until then we will stick with Deadlands Reloaded, Weird Wars 2 and Savage Worlds Deluxe. Having said that that, I have been testing the new SWD and had few brief sessions to see how it works with the existing campaigns.
So I found either a bug in the SWD ruleset or a 'feature'. Ikael answered me in Discord, but conversations there are lost or diluted... so I post here to provide my feedback
TLDR version:
The Modifiers and Effects lists do not respect the content of the SWD modules when loaded. The lists stay pre-defined. Below is the screenshot from SWD with SWD modules loaded. Turned out that this is a bug and after fix that will be pushed soon, followed by /rebuild on the ruleset, the SWD will properly take the Modifiers and Effects listed in the modules, rather than falling back to the default SWADE lists. Still, the Effects master lists will be reduced, leaving Spell effects out. If GM wants to have some spell effects on the list, it must be dragged to it from the respective spell card.
Some questions
- I saw that Savage Worlds Deluxe modules will be updated and the Powers will have extra section in their card where the actual effects will be placed. Will DLR/WW2/Other modules be updated as well? Most of them have duplicated Powers from the Core but with the setting-specific information and flavor. Some have unique powers. Off the top of my head I recall the Aim power from DLR, but might be others.
- How easy it will be to create those draggable effects for powers in modules that won't be updated?
- There are great amount of changes listed, will the documentation be updated? :)
- Will all non-spell effects continue to function as they do today and remain available in SWD?
- Is there an easy way to have the extensions for NPC maker and Roll statistics integrated? :D
The verbose version:
Our play style involves combat maps, theater of mind for the simpler engagements and chases. The last two do not happen on the map and we run purely on CT and abstract background images for keeping distances and positioning information. Works like a charm. Therefore, we use the ruleset in few different ways, but all functionalities - from the full automation during combat to the manual "old school" ways of doing rolls by applying modifiers to rolls and effects directly applied without the need to have targeting etc. Same for spell effects. This way I accommodate people who don't like to feel like they are playing computer game and the other type, that prefer more traditional way of playing.
Another great use of the master Modifiers and Effects list (in SW especially) is for reference. In SW we have a lot of actions that modify a roll and many times players themselves just check it and roll, rather than waiting me to tell them. This is great. They also plan some actions based on the things in the list, saving time from checking the module library, as we don't have Reference Manuals in SW/DLR. I love the complete list and we were unpleasantly surprised when we saw the default list. I am glad it seems to be a bug now :)
So, I hope in the SWD, when it is released, we will be able to continue playing the same way.