Continuing my Small World best race and power combinations, this week I’m analyzing and discussing the results from last week’s post found here. While the numbers from last week were all well and good, they only considered offensive abilities, and did not look at abilities that provided non-numerical benefits. Here’s where we are going to go into what powers combo well with which races, and also consider what the numbers from last week actually mean if we’re trying to get more gold than the other guy.
I’ve gotten to enjoy Small World by Days of Wonder recently and really appreciate the simple mechanics that still provided an engaging experience with plenty of strategic and tactical options. Looking at the random combinations of powers and races got me curious as to what some of the best race and power combinations were in Small World.
I recently played a Warhammer 40k adaption using the Savage Worlds game system by the Pinnacle Entertainment Group, and they had an interesting game mechanic that I had not run into before – the Savage Worlds Ace system. I was attempting to optimize my character’s combat performance, and my knee-jerk reaction was that Trademark weapon (which provides a flat +1 bonus) was less useful than increasing the die type. However, there were two factors that I hadn’t dealt with before in RPG’s that made it an interesting challenge to optimize.