![]() ![]() In Savage Worlds, characters are built using a point buy system. In Classic, characters are generated randomly using playing cards to determine a character's abilities. Aside from some errata and changes to the Shaman mechanics between the all-in-one and the split books, there really aren't any changes to them.Īll that said, here are the big differences between Deadlands Classic and Savage Worlds with the Deadlands Reloaded supplement: Character Generation Reloaded has had different versions as well, with an all-in-one book, a hardbound Player's Guide and Marshal's Handbook, and a softcover Explorer's Edition Player's Guide and Marshal's Handbook. The all-in-one book and The Quick and the Dead were not sold in any form since they were replaced. In 1999, these two books were replaced by the "Revised & Expanded" versions, which were released as Deadlands: Player's Guide and Deadlands: Marshal's Handbook, which combined the material from the core and The Quick and the Dead and changed a few rules, but were largely the same. There was also a book called The Quick and the Dead that expanded some character options for players and had a whole ton of expanded setting information for Marshals. ![]() First was an all-in-one version released in 1997 simply called "Deadlands: The Weird West" that contained stuff for both players and for Marshals. It's worth noting that there were two versions of Deadlands Classic. ![]() Pinnacle has talked a great deal about this process and the reasons behind it in The Making of Savage Worlds. The simplified rules were then expanded into a genreless roleplaying game called Savage Worlds and Deadlands Reloaded was created as a supplementary setting for that system. A simplified, stripped down version of of Classic was created as a minis game called The Great Rail Wars. Deadlands Classic was a standalone roleplaying game with its own setting. There is some pedigree between Deadlands (commonly called Deadlands Classic) and Savage Worlds. ![]()
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