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Let's Read- The Palladium Role-Playing Game- 1st edition revised

Started by RunningLaser, November 12, 2012, 10:57:28 AM

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RunningLaser

Quote from: Zachary The First;600340I think there's an inherent expectation in their products that the GM, not the product, is responsible for niche protection. That might not sit well with all gamers, but there's something cool about starting as a Peasant that can eventually class to become a Mercenary Warrior. It builds nicely, especially if you're playing a game featuring conscripts or the like.

I heartily agree:)

Zachary The First

For those following along, I've also created a basic Palladium Fantasy 1e character sheet. Spell users will likely need another sheet for spells, but this is a one-page, basic design:

Link
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everloss

Just wanted to take a second to say that I'm happy your back online, Zach. Your blog was the first gaming blog I followed.

This sort of goes with the topic, since you are one of the few in the gaming blog  community (I can only think of Pundit being the other) that likes Palladium. And you interviewed Kevin, didn't you?
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everloss

Quote from: Zachary The First;600529For those following along, I've also created a basic Palladium Fantasy 1e character sheet. Spell users will likely need another sheet for spells, but this is a one-page, basic design:

Link

For a one-page character sheet, that's pretty good. Although with an Inventory section that small, it might be better just to write all that on the back of the sheet and use that space for something else. Or is that just for equipment that is kept on the person at all times?
Like everyone else, I have a blog
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Zachary The First

Quote from: everloss;600536Just wanted to take a second to say that I'm happy your back online, Zach. Your blog was the first gaming blog I followed.

This sort of goes with the topic, since you are one of the few in the gaming blog  community (I can only think of Pundit being the other) that likes Palladium. And you interviewed Kevin, didn't you?

Thank you! I have some new articles coming soon. It just gets tough, between 1.5 jobs, work, and family. :)

I did interview Kev! You can find the link here.

Quote from: everloss;600538For a one-page character sheet, that's pretty good. Although with an Inventory section that small, it might be better just to write all that on the back of the sheet and use that space for something else. Or is that just for equipment that is kept on the person at all times?

Yeah, that was the idea. That's the trick with one-pagers--you're probably only going to get the essentials, depending on the game. I might do a second page when I get some time.
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Currently Prepping: Castles & Crusades
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Currently Revisiting: Napoleonic/Age of Sail in Space

mhensley

well, due to this thread and the other one, I went ahead and got the rulebook and monster book from amazon.  Both were very cheap, so why not?  I just got the monster and after a quick scan thru, this looks pretty dumb.  Stats for normal, non-dangerous animals?  Thank god I can finally have packs of chipmunks attack a party.  Pages of info on normal birds? Seriously?

sirlarkins

My take on the "Minor OCCs" is that, in addition to providing an interesting option for campaign/PC frameworks*, they're meant to be used for NPCs. The idea that NPCs should be statted out the same as PCs, and to do that you need "mundane" classes for those NPCs to fill out.

* I once played a Squire to another PC's Knight, for example.

It's the same philosophy that gives us a book filled with pages of bird stats--the idea that everything needs to be statted out. It's kind of a fun philosophy, really.

Oh, speaking of supplements, my all-time favorite PFRPG supplement was the Compendium of Weapons, Armor, and Castles. Now THERE'S a book with stats for everything that everyone can get behind. ;)

RunningLaser

Quote from: mhensley;600551well, due to this thread and the other one, I went ahead and got the rulebook and monster book from amazon.  Both were very cheap, so why not?  I just got the monster and after a quick scan thru, this looks pretty dumb.  Stats for normal, non-dangerous animals?  Thank god I can finally have packs of chipmunks attack a party.  Pages of info on normal birds? Seriously?

The monsters & animals book was a bit of a let down for me as well.  The main rulebook has 71 pages of demons, devils, humanoids, monsters and animals.  More than enough to work with.  I don't think that stats for herons and sparrows need to be included.  So far it's the only first edition supplement ( I ended up getting all of the 1st ed books) that hasn't impressed me, although all I've done is scanned it.  Maybe that impression will change after fully reading through.

Zachary The First

Quote from: RunningLaser;600603The monsters & animals book was a bit of a let down for me as well.  The main rulebook has 71 pages of demons, devils, humanoids, monsters and animals.  More than enough to work with.  I don't think that stats for herons and sparrows need to be included.  So far it's the only first edition supplement ( I ended up getting all of the 1st ed books) that hasn't impressed me, although all I've done is scanned it.  Maybe that impression will change after fully reading through.

Yeah, I'd say PFRPG Main Book is far better than Monsters & Animals.

Quote from: sirlarkins;600598My take on the "Minor OCCs" is that, in addition to providing an interesting option for campaign/PC frameworks*, they're meant to be used for NPCs. The idea that NPCs should be statted out the same as PCs, and to do that you need "mundane" classes for those NPCs to fill out.

* I once played a Squire to another PC's Knight, for example.

It's the same philosophy that gives us a book filled with pages of bird stats--the idea that everything needs to be statted out. It's kind of a fun philosophy, really.

Oh, speaking of supplements, my all-time favorite PFRPG supplement was the Compendium of Weapons, Armor, and Castles. Now THERE'S a book with stats for everything that everyone can get behind. ;)

I can understand that viewpoint--and I've also been in a campaign that did the Knight/Squire thing. Lots of fun! I think it's important to note that even the text calls them "Optional" OCCs. Their relative power level deficiency in terms of arcane or martial prowess isn't due to some misdesign, it's expected that the classes will either provide a challenge in roleplaying or fill another niche (such as a social or economic one) within the party.

And definitely a big thumbs up for the Compendium weapon books.
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Currently Revisiting: Napoleonic/Age of Sail in Space

everloss

Quote from: Zachary The First;600547Thank you! I have some new articles coming soon. It just gets tough, between 1.5 jobs, work, and family. :)

I did interview Kev! You can find the link here.



Yeah, that was the idea. That's the trick with one-pagers--you're probably only going to get the essentials, depending on the game. I might do a second page when I get some time.

Nah, I like the one page. 2 page sheets cause too much page flipping for me! haha
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Dirk Remmecke

Quote from: sirlarkins;600598It's the same philosophy that gives us a book filled with pages of bird stats--the idea that everything needs to be statted out. It's kind of a fun philosophy, really.

I can live with a monster book that shows me what regular animals (or minor npcs like stable hands) look like, stat-wise.

But the philosophy that everything needs to be statted out is what killed my enthusiasm for BESM. I don't need to know with how many character points a monster is built:

   Fish, swimming [2pts], diving [4 pts], life support [2 pts], cannot talk [+1 pt], not so strong [+1 pt]
(I'm exaggerating, of course, but you get my drift)
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RunningLaser

The section on Combat isn't long, it's only two and two third pages in length.  The game uses 1 minute rounds that are called melees or melee rounds.   Once combatants square off, initiative is rolled via a d20, highest roll going first.   All hand to hand combat rolls are made using a d20, applying any bonuses or penalties, with all rolls 5 or higher landing and doing damage unless parried, dodged or absorbed by armor.  Now armor, depending on the type of armor worn (or in some cases creatures or beings who are naturally tough or "armored") has a number that is called an Armor Rating.  The rating listed is the number that the attacker needs to roll over in order to apply the damage directly to the opponents hit points.  If the roll is equal to or lower than the AR, but 5 or higher, then it's the armor itself that takes damage.  The damage that non living things take is called Structural Damage Capacity or SDC.  As the SDC of armor gets reduced, it's AR drops.  After enough damage, the armor might lose all of it's protectiveness- just falls apart.   This seems like a really nice and easy way to introduce a bit of grit to the game without making things overly complicated.  

I'm guessing that if you really wanted, you could drop SDC and use the AR as a form of armor class vis a vis D&D.  You'd probably have to modify as needed.

Successful strikes can be parried or dodged.  Here is where the Men At Arms are going to do well.  All Men At Arms enjoy automatic parries to all attacks that they would reasonably be aware of.  Non men at arms OCCs cannot parry or dodge at all, unless they take the Non MAA Hand to Hand skill, and only then can they parry at the cost of using their attacks per melee.  According to the rules as written, only MAA can perform dodges.  There are not an unlimited amount of dodges as you are actually creating distance between you and what you are fighting.

There is also a rule for combatants forfeiting dodging or parrying and instead opting for a simultaneous attack, which means that both combatants could be hit.

Further along the rules go over multiple attackers, bonuses that can be applied (or penalties) and....   Saving Throws.

The author describes Saving Throws as a type of spiritual or endurance dodge or parry.  There are eight categories of Saving Throws-  Spell Magic, Wards, Circles, Poison/Drugs/Toxin, Coma/Death, Insanity, Psionics, and Fumes.  Next to each Saving Throw there is a number that you must roll equal to or greater than.  Success means that you either completely avoid the damage or effects, or that the damage or effects are lessened.  It is interesting to note that Saving Throws are static- they do not improve with level.  Everyone has the same scores here, with the exception of certain classes of psionisist who may have lower Saving Throws for Psionics (with non-psychics having the highest save).   In addition, it is stated that higher level Men Of Magic can increase the potency of their magic, resulting in higher than normal saves needed, determined by the strength of the spell they cast (I'll get into this more in the Men Of Magic section).

The section on Combat is then rounded out with a couple of charts concerning damaged armor and repairing damaged armor.  Lastly, there is a small paragraph detailing creatures and beings that do not wear armor, but due to their natural (or unnatural) toughness, are given an AR.

Moving along we get to an armory and equipment section.  Here we are shown the different armor/weapon types available, their cost in gold pieces and statistics.  A detailed picture of a knight type in a full suit of armor naming the various parts of the armor is a nice touch.  Also appreciated is that nearly each weapon has a small, but useful picture next to it showing what it looks like.  

Reading further we learn that there are superior crafted weapons and armor- items made so well that they infer bonuses.  Dwarven made arms and armor is the best to be had, with the arms and armor crafted by the kobolds close on their heels.  Magic weapons and armor are detailed later in the book.

Lastly this portion ends with a generic equipment with lists for clothing, containers, field equipment, lighting, field equipment, food, drink, and a bit of miscellaneous items.

Next post will begin a section that I really enjoyed reading, Magic.

mhensley

I just got the rulebook.  This looks really pretty good.  I wish I would have picked this up back when it was new, but for some reason I've always ignored Paladium stuff.

Zachary The First

Quote from: mhensley;601317I just got the rulebook.  This looks really pretty good.  I wish I would have picked this up back when it was new, but for some reason I've always ignored Paladium stuff.

Well, a lot of folks think Rifts or Heroes Unlimited when they think of Palladium Fantasy (and to a large extent PFRPG 2e is in line with that), but PFRPG 1e remains well thought of as a different sort of animal. It's really a very good, very fun, classic fantasy type of RPG with some different twists in terms of characters and setting.
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Currently Prepping: Castles & Crusades
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Currently Revisiting: Napoleonic/Age of Sail in Space

Bloody Stupid Johnson

Quote from: RunningLaser;600906The game uses 1 minute rounds that are called melees or melee rounds.

:eek:I was going to denounce you as a heathen, but I checked and this is right; its still a minute long in 1E, they  haven't gone to 15-second rounds in 1E, like all the other Palladium games (not that this makes any real difference).
 
QuoteNon men at arms OCCs cannot parry or dodge at all, unless they take the Non MAA Hand to Hand skill, and only then can they parry at the cost of using their attacks per melee. According to the rules as written, only MAA can perform dodges. There are not an unlimited amount of dodges as you are actually creating distance between you and what you are fighting.

I think I see what you're referring to (where in the Dodge section it says "
 a man at ams may opt to dodge a strike by moving out of the way") but further down the page (42) in Non-Men of Arms, Parry and Dodge, it mentions that "a wizard who attempts to parry or dodge forfeits his next strike" so its clear that they can do it, the first bit is just written a little oddly.