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Ultimate Characters Guide (Savage Worlds)

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Average Rating:3.8 / 5
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Ultimate Characters Guide (Savage Worlds)
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Ultimate Characters Guide (Savage Worlds)
Publisher: Mystical Throne Entertainment
by Joseph H. [Verified Purchaser]
Date Added: 07/14/2017 21:16:09

I feel like while this book has a lot of really great ideas, the execution of those ideas is either sub-par or terrible. most of the edges are either very underpowered or very overpowered, often outperforming other edges with higher rank requirements or much more intensive prerequisites. The Complimentary Skills rule allows Self-Assists, which makes little sense in most cases (even those it's quoted as being used for), the way Knowledge Skills give a flat bonus to things is not only unbalanced, but guarenteed to remove any need to roll save to figure out if the player rolled snake eyes.

So why isn't this review for one star? Because the parts that refer to rules, edges, hindrances, racial abilities etcetera from the core book are by and large very well done, so long as they aren't used with the rules, edges, hindrances, or racial abilities from this book.



Rating:
[2 of 5 Stars!]
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Ultimate Characters Guide (Savage Worlds)
Publisher: Mystical Throne Entertainment
by Thomas F. [Verified Purchaser]
Date Added: 05/10/2016 15:20:53

I'm a n00b as regards to Savage Worlds. I disliked the starter templates of the fantasy races - especially Rahashan. Each Humans is uniquely different; why must the Non-humans be "cookie-cutter" copies. Using this book, I was able to take aspects of the each of the Felid (feline), Carnivore & Feral Templates to create a character different ferom any other Rakashan.

This book isn't limited to Fantasy. You can use the book to design unique characters (and monsters!) for ANY setting. I think it to be well worth the paltry $5 I paid.



Rating:
[5 of 5 Stars!]
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Ultimate Characters Guide (Savage Worlds)
Publisher: Mystical Throne Entertainment
by Jimmy P. [Verified Purchaser]
Date Added: 09/09/2014 13:06:16

This book is a clear example that Savage Worlds is slowly being invaded by sub-par products, like in the days of the d20 Era. It is an obvious attempt at capitalizing on the popular system of the hour, by bringing a low value product on the market at a rather high price.

The appearance of the book is uninspired to say the least. You will see a piece of stock art here and there, maybe about 15 pieces in this 80+ pages document.

The first part of the book - a full 20 pages - focus on creating creature templates, basically re-writing what has already been provided in the deluxe Savage Worlds Core book. Then comes the new hindrances and Edges. Hindrances hold onto 2-3 pages, and the Edges on about 4-5. This is the only part of the book I found interesting. The next section re-explains what the skills stand for and what other skills could be used to complement others. It also attempts to codify what can be done with each skill, when the said skills are left deliberately vague in the Savage Worlds Core book.

The idea of creating a complement to character creation, with new options, is a good one. However, the Ultimate Characters Guide by MTE lacks direction and, in its current format, has no purpose at my gaming table. It is, in my opinion, a pure cash grab.



Rating:
[1 of 5 Stars!]
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Creator Reply:
The Ultimate Characters Guide does not attempt to re-explain skills, but rather introduces two new skill-use mechanics in the form of Supporting Skills and Complementary Skills. These new mechanics can allow players to get more out of the skills they\'ve chosen for their characters, including the many possible Knowledge types that could be chosen to correspond to a character\'s concept. This way, players can get the most out of their character\'s chosen skills instead of having to purchase skills they don\'t want.
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Ultimate Characters Guide (Savage Worlds)
Publisher: Mystical Throne Entertainment
by Neal H. [Verified Purchaser]
Date Added: 05/29/2014 14:23:41

The Ultimate Characters Guide is a must-have for anyone who plays or runs Savage Worlds. It shows how players and GMs can work within the SW system to create races, character types, and even individual characters that are unique and exactly what is desired while keeping the ease of play that is a hallmark of the SW rules. The UCG provides setting-agnostic new Hindrances and Edges, but more importantly, it shows how to create your own Hindrances, Edges, and Special Abilities while retaining balance. In addition, UCG has new ways to look at skill uses and supporting and complimenting actions that add dimension to SW’s skills without adding unnecessary complexity. Every GM should read the section on Villain Creation and the final section on Villain Combat Balance is worth the cost of the product by itself.



Rating:
[5 of 5 Stars!]
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