>>96247513>So, no. It's not slow.Firstly, every round starts with card initiative. This slows down the system since instead of just rolling for initiative once and locking it in, you're constantly dealing cards with every new round start.
Besides that, rolling twice is already slow compared to most systems which have you make one roll.
And in SW, you don't actually roll twice. You roll repeatedly.
First, you roll to see if you hit.
Then you roll explosions.
Then you roll to see if you actually do damage.
Then you roll explosions for damage.
Then you decide whether you're going to roll to see if they soak it.
Then you roll explosions for soak.
Then you may make even more rolls to see if you can recover from being shaken and if you get to act in a turn.
And don't forget, these will be interspersed with modifiers you have to check and questions of "Is that a trait roll?" and "Is my armor piercing good enough for the armor rating of that guy?"
The game can go at an okay pace if nobody really cares about what happens and doesn't try to do anything interesting, and simply sprints through the steps of combat as fast as possible and has played the game enough to be able to do so without referencing any rules. Which they probably should because of how swingy the game is.
This does not make for good combat or action however. It makes for a pretty boring experience that most people who try to engage with will end up bored by, unless they're autistic.
But keep in mind, Savage World was called "fast" back in the day when 3.X had just peaked and people were used to turns taking 30+ minutes to resolve because of all the feats and abilities and caster bullshit you'd have to wade through back then. By saner standards, Savage Worlds is indeed nearly as slow and sluggish, and scales horribly.