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[Palladium Fantasy 1st Edition] I demand an honest answer

Started by Pierce Inverarity, June 13, 2008, 03:36:24 PM

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Dumarest

Quote from: RPGPundit;941714Palladium 1e is probably the only game I never owned that I would most like to.

Maybe someone can send you a free copy to review.

If I ever play D&D again, it would probably be The Palladium Roleplaying Game. Combat is more fun if I recall it right.

Omega

Quote from: Dumarest;967781Maybe someone can send you a free copy to review.

If I ever play D&D again, it would probably be The Palladium Roleplaying Game. Combat is more fun if I recall it right.

Palladium isnt D&D. Theres enough difference that the two arent compatible. Stats alone dont quite match up really to D&D stats. Though baseline is still 3-18 for humans. Mental Endurance doesnt work like Wisdom, and Palladium divides Charisma into two stats, etc. Its got a kinda similar HP system. But PCs start with more PE+1d6. +1d6 thereafter. Magic is very different though as it uses effectively spell points to cast with.

Which about sums up Paladium Fantasy. Its "kinda similar to D&D. But not."

Dumarest

Quote from: Omega;967785Palladium isnt D&D... Its "kinda similar to D&D. But not."

That is the entire point. :D  Perhaps the humor was too subtle.

Omega

Yeah but you could say that of quite a few RPGs. The resemblances are superficial. But juuuust enough that with alot of work you might be able to convert some things.

I think the magic system could be ported over whole cloth for example to D&D, or D&D's system over to Palladium

Dumarest

The point is that I personally think D&D is not very good and Palladium is superior in every category. Spelled that out for you.

Larsdangly

Palladium 1E is close enough to D&D that you can totally run a hybrid of the two without it being weird. There are classes and levels and hit points and armor classes and monsters and spells and so forth. That's D&D. The mechanical differences are well within the norm of common group house rules and publishing-house specialty rules from that era (as I noted above for Judge's Guild products). Even Palladium's own books had a similar blurring of rules from book to book. Consider that their famous compendium of weapons and armor uses stats and rules that vaguely resemble 1E's system but aren't actually compatible with it (or any other game). If you published something like that today people would think you were a lunatic, but at the time I don't recall anyone complaining. At least my group just superimposed a couple of rulings to jam it into whatever game and edition we were playing

Dumarest

I'm pretty sure I have their compendium of modern weapons and equipment somewhere at home.

everloss

Quote from: Omega;967785Magic is very different though as it uses effectively spell points to cast with.

1st edition Palladium Fantasy uses spells per day. Diabolism and Summoning are/were refreshingly different from other magic systems of the time. I've been thinking about porting those to LotFP or DCC at some point. Regardless, 2nd edition Palladium Fantasy uses spell points, not 1st edition.
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Omega

Quote from: everloss;9686111st edition Palladium Fantasy uses spells per day. Diabolism and Summoning are/were refreshingly different from other magic systems of the time. I've been thinking about porting those to LotFP or DCC at some point. Regardless, 2nd edition Palladium Fantasy uses spell points, not 1st edition.

1e wizards are still effectively using a spell point system. Just not the same as later. But a 6th level Wizard has 9 castings. Essentially 9 points. Warlocks, Witches and Priests used the same system. The Diabolist had a limit of how many wards they could have running. The Summoner had a limit on how many thingies they could have under their nominal command. And Healers Mind Mages used straight up ISP to power their tricks.

5 different systems. 6 if you count the Druids animal friendship power too.