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Created as an ideal system for new and experienced gamers alike, The Savage World of My Little Pony captures the same fast-paced, robust gameplay of other Savage World settings (Deadlands, Solomon Kane, Space: 1889) and translates it into the high fantasy world of the show Friendship is Magic.
4th Edition is the culmination of over a year and a half's work, through the combined efforts of many people's hard work and dedication.
Requires the Savage Worlds Deluxe Edition to Play!
One question: Do unicorns ONLY start with Cantrips? They don't get any novice spells at all, unless they take the New Spell edge?
Yes, by default they only start with cantrips and must take New Spell to get full Spells.
I used your setting and it was great. I was the GM and the players were the mane6. Together, they had to slay Alkhali, a ancient draconequus who erased things from existance. To achieve their quest, they had to travel the world in search of the legendary pencils of the creator, the one and only thing capable of stoping his powers.
On their journey, they had to fight Chrysalis, Sombra, Ahuizolt, Charybde and Scylla, three efreet brothers and two other draconequus.
It was an adventure full of laughter, fellings and epicness, and it would not have been possible without you.
So, i wanted to thank you. The Savage World of My Little Pony is clearly the best fan-RPG I seen on the pony-net. The only one to really follow the spirit of the show.
Good Work, Bro
There is plenty of interessing stuff to add with the last season, especialy in term of bestiary
For instance, there is a foe who is paralyzed because of paralyze poison or going to die in N rounds because of lethal poison.
Then a legendary pegasus use The Greatest Trick on that foe. Will the pegasus be paralyzed or be dead in N rounds?
I ask this because TGT switches "any daunts, wounds, or fatigue levels that you have suffered". How do poisons work, do they cause daunts, wounds or fatigues, if not specified?
But does that mean, that the poison effect "death in 2d6 rounds" is a fatigue and can be transferred from one pony to another using TGT? Even if a pony drank a poison first and then transferred it effect to an enemy? (Don't ask why would anypony do that)
I just found this and it looks interesting. It could use a "printable" version, that is one without the background. It is readable as is on the screen, but when printed in grayscale, would have low contrast and waste a lot of ink. Even on the screen, the dark yellow scrambled background is OK, but the black and red text would stand out more on something else.
I like the focus on little to no combat. Other than that:
I'm not so sure about the "have a d4, d6, d8, d10 , d12, d12+1, d12+2, ... plus modifiers, roll against difficulty 4 or 6 mechanics as I haven't used it before.
The Unicorns have "Levitate" cantrip that lets them move 5-50 kg objects for 1 round or maybe a few rounds. While Twilight Munchkin is no indication of regular Unicorn power, Rarity moves multiple objects all the time, sometimes heavier than her (luggage) or for prolonged periods (when making clothes). Un-nerf, maybe? Well, I guess Magic Trick sort of covers telekinesis too.
Magic Trick: Lol, hello Prestidigitation, my favourite DnD spell. Lots of other spells I've seen in DnD too. It is rather refreshing that Pony magic is significantly weaker.
Air Envelope: This reminds me of a Unicorn from 1st generation.
Feats for EP and PP are an interesting concept and have power similar or slightly above UP spells. Unlike RiM, no race of pony seems left out in TSWMLP.
Lol at the choice of "wild die" icon.
Oh wow, Flutterponies are so OP. It's no wonder an army of those was able to defeat the unstoppable smooze.
Huh, changeling drones and praetorians have the same armour rating, while the latter normally wear torso armour. They also seem to lack their disintegration attack, unless it is their green goo that can damage buildings. Also, no drain emotion or anything like that. I expected them to be casters of some sort and in small groups they don't sound so scary. But then with their favourite tactics being zerg rush, maybe they should be rather weak. No stats on the queen is probably a good idea.
It might make sense to provide separate character sheets for different races of pony, but I'm not sure about it. GM's reference at the end is a good idea.
It is mildly irritating that I need the Savage World book for such simple things as reading what Hindrances and Edges do. They are 1-2 paragraphs of text each, so it would be handy if you just copied them.
Some sample adventure module would be handy, but I guess your campaign transcripts sort of qualify.
Overall I'm impressed.
If you haven't already, you might want to take a look at this, but I don't like the third edition: www.mlprim.com
As I sit here preparing my notes, I'm curious how you and other experienced GMs prepare for your sessions. I'm still honing my GM skills, so it's nice to get tidbits of advice here and there. Right now I've got a general idea of the villain's master plan, a more detailed idea of phase one of that plan, and I've got specific notes on session one's NPCs. Next I plan to draw up stats for session one's combatants. How many sessions ahead is it a good idea to plan?
Also, since you mentioned it, I would also be interested to know how to go about planning "combats" that aren't necessarily fighting oriented (like the flutterponies one you described).