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What's so great about Palladium?

Started by Gabriel, January 19, 2007, 10:27:05 AM

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jrients

Quote from: Dr Rotwang!Say you didn't like the system -- you could implement all the gonzo ass-whack in another setting, another ruleset?

Oh, hells yes.  Palladium material is also good for adapting crunchy bits.  Just last week I was desirous of adapting the raccoon dude from Synnibarr (the one with the rocket launcher and the wristwatch) to Encounter Critical.  I thought to myself "Hey, I could use the raccoon stat mods from TMNT!"  And I did.
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J Arcane

Yanno, to be honest, the only one of Palladium's games I ever really hated was Rifts.  

The rest of them, while clunky, could actually be rather nifty, so long as you checked that part of you at the door that wants to scream "These mechanics make no sense!"

Heroes Unlimited.  Ninjas and Superspies.  Nightbane.  TMNT.  

And hell, I even liked the Rifts dimension books, so long as you ran them as a universe into themselves.  Phase World is actually a pretty nifty high-powered sci-fi setting, if you just treat it as it's own world.  Wormwood was just freaky wierd.
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The only Palladium stuff I own are some of the 1st edition Palladium Fantasy books, and I only acquired them in the last two years.  I gotta say, I can understand why some folks back in high school loved these books.  The sheer amount of crunchy game stuff and adventure material in each volume is incredible.  From descriptions I've heard over the years, I really regret not joining that group of TMNT fanatics back then.
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beeber

the "beer & pretzels" & kitchen sink mentality of rifts is incredibly fun.  i ran a "heroes unlimited" campaign in the late 90's with some rifts & other palladium (e.g. robotech) crossover.  definitely felt, well, jack kirby-esque.  

one of the things i liked the best, tho, was the sdc/armor rating bit.  makes a bit more sense than the AC of d&d (to me, anyway).

Gabriel

Quote from: beeberthe "beer & pretzels" & kitchen sink mentality of rifts is incredibly fun.  i ran a "heroes unlimited" campaign in the late 90's with some rifts & other palladium (e.g. robotech) crossover.  definitely felt, well, jack kirby-esque.  

one of the things i liked the best, tho, was the sdc/armor rating bit.  makes a bit more sense than the AC of d&d (to me, anyway).

This is one of the rules I found to never work.  Armor was effectively useless.

Any hit roll which was sufficiently high enough to overcome defense rolls would be above the AR and therefore bypass the armor anyway.  So, in actual practice, AR/SDC armor NEVER absorbed any damage.

On the other hand, natural armor was too powerful.  No damage could be done at all unless you rolled over the AR, and if you did roll over, the damage just depleted the bonus SDC the armor provided.  And SDC values were always insanely inflated.

I've always considered the armor rules to be one of the most broken parts of the system, so broken it wasn't even worth attempting to use or fix.

beeber

i found that it worked for beginning characters, when you modifiers were low.  sure, once your dm's get higher it falls apart, but we never played it long enough for that to happen.  

i guess i liked the mix of "armor adds to defense/armor absorbs damage" it provided, as well as a way to roll high enough to beat it.  just need to change the latter threshhold?