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General Tabletop Discussion
*TTRPGs General
An Appreciation of Savage Rifts
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<blockquote data-quote="Retreater" data-source="post: 8037859" data-attributes="member: 42040"><p>[USER=2518]@Derren[/USER] requested in a previous thread (about sci-fi RPGs) some information about the Savage Worlds version of Rifts and to compare/contrast it with the original Palladium Rifts. While I don't claim to be an expert in either system, I have run a dozen or so game with Savage Rifts and have only read through the Core book of the Palladium Rifts (though I have run other Palladium games in the past).</p><p>So in general, the Palladium system (across multiple products such as Rifts, Fantasy, After the Bomb/TMNT, Ninjas & Superspies, et al.) functions at a TSR/AD&D level of game design. The core mechanic has not been updated since 1990 or so, and some critics say that shows. There is a weird hodgepodge of percentile dice for skill checks, d20 for attacks (with great rolls doing damage to HP, average rolls doing damage to armor, and poor rolls missing completely), then there is a chance to parry, dodge, etc. Depending on your training you can get multiple activations in a turn, so you can make multiple attacks, dodge several enemies, etc. [Like some characters can get upwards of 5 activations.] </p><p>Another thing about Palladium Rifts is the Occupations system. It's not "quite" as rigid as a D&D class system, but it definitely includes a suite of skills and powers your character gets. There are also different categories of weapons, some dealing regular damage while others (like vehicle weapons) do a different category of damage that can basically vaporize regular human infantry.</p><p>The constant between Palladium and Savage Worlds Rifts is the excellent setting (not to mention fantastic art). Magic, High Technology, Psionics, Horror, and other genres all exist in the post-apocalyptic Rifts setting. (The Savage Rifts grafts on a "goody two-shoes" faction in the original Palladium world that would be described as a bleak hellscape, destroyed in a war between high tech fascists and open door demon-worshipers.)</p><p>Mechanically, Savage Rifts uses the Savage Worlds system, which possesses a unified mechanic (reaching a target number of 4 on a die roll, with your increase in skill being reflected in larger die types - and therefore easier to reach the 4.) Occupations are still there, so is Mega-Damage. With the generic rules set and various setting books, it's easy to port over any genre from Savage Worlds to build Savage Rifts the way you want. </p><p>It's also extremely swingy. A minion can (and does) take out a heroic character with one attack. Or a basic hero armed with the right weapon can just chop through a convoy of tanks (which has happened in my game). Be prepared for ridiculous, over-the-top scenes that look like art that would be airbrushed on the side of a van parked at a Blue Oyster Cult concert. </p><p>So if you have other questions, feel free to post. I'll try to answer as best as my (limited) knowledge can address.</p></blockquote><p></p>
[QUOTE="Retreater, post: 8037859, member: 42040"] [USER=2518]@Derren[/USER] requested in a previous thread (about sci-fi RPGs) some information about the Savage Worlds version of Rifts and to compare/contrast it with the original Palladium Rifts. While I don't claim to be an expert in either system, I have run a dozen or so game with Savage Rifts and have only read through the Core book of the Palladium Rifts (though I have run other Palladium games in the past). So in general, the Palladium system (across multiple products such as Rifts, Fantasy, After the Bomb/TMNT, Ninjas & Superspies, et al.) functions at a TSR/AD&D level of game design. The core mechanic has not been updated since 1990 or so, and some critics say that shows. There is a weird hodgepodge of percentile dice for skill checks, d20 for attacks (with great rolls doing damage to HP, average rolls doing damage to armor, and poor rolls missing completely), then there is a chance to parry, dodge, etc. Depending on your training you can get multiple activations in a turn, so you can make multiple attacks, dodge several enemies, etc. [Like some characters can get upwards of 5 activations.] Another thing about Palladium Rifts is the Occupations system. It's not "quite" as rigid as a D&D class system, but it definitely includes a suite of skills and powers your character gets. There are also different categories of weapons, some dealing regular damage while others (like vehicle weapons) do a different category of damage that can basically vaporize regular human infantry. The constant between Palladium and Savage Worlds Rifts is the excellent setting (not to mention fantastic art). Magic, High Technology, Psionics, Horror, and other genres all exist in the post-apocalyptic Rifts setting. (The Savage Rifts grafts on a "goody two-shoes" faction in the original Palladium world that would be described as a bleak hellscape, destroyed in a war between high tech fascists and open door demon-worshipers.) Mechanically, Savage Rifts uses the Savage Worlds system, which possesses a unified mechanic (reaching a target number of 4 on a die roll, with your increase in skill being reflected in larger die types - and therefore easier to reach the 4.) Occupations are still there, so is Mega-Damage. With the generic rules set and various setting books, it's easy to port over any genre from Savage Worlds to build Savage Rifts the way you want. It's also extremely swingy. A minion can (and does) take out a heroic character with one attack. Or a basic hero armed with the right weapon can just chop through a convoy of tanks (which has happened in my game). Be prepared for ridiculous, over-the-top scenes that look like art that would be airbrushed on the side of a van parked at a Blue Oyster Cult concert. So if you have other questions, feel free to post. I'll try to answer as best as my (limited) knowledge can address. [/QUOTE]
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