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Grade the Megaversal/Palladium System
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<blockquote data-quote="aramis erak" data-source="post: 9184324" data-attributes="member: 6779310"><p>The system gets a much better reaction when you do a setting without megadamage.</p><p>Unfortunately, Palladium Fantasy 2E added megadamage to be compatible with Rifts.</p><p></p><p>The real system issues in its initial published version (The Mechanoid Invasion) are </p><ul> <li data-xf-list-type="ul">the skills are table lookups for each skill for each class. </li> <li data-xf-list-type="ul">It never explains how to roll percentage checks</li> <li data-xf-list-type="ul">It suffers from spelling and grammar errors</li> <li data-xf-list-type="ul">(specific to the original releases) the paper chosen suffers from acid degradation and iron based ink, resulting in brown on reddish-brown. by 2010.</li> <li data-xf-list-type="ul">only 2 attributes have clear systemic uses outside of class selection PE and ME.</li> <li data-xf-list-type="ul">The attributes are a different naming convention than most of the gaming industry uses. <ul> <li data-xf-list-type="ul">IQ, ME, MA, PS, PP, PE, PB, SPD</li> </ul></li> </ul><p>The AR/SDC system, when characters don't have personal SDC, is a reasonably good compromise between armor being deflection and armor soaking damage... Basically, the 1d20 to hit hits the target on 5+... but a nat 1 misses... but only hits the person if the to hit roll exceeds the AR (which ranges from 6 to 16). If it hits 5 to AR, it does its damage to the Armor SDC, not the wearer. Most shots thus hit, unless the target can dodge. For 1981, it's a pretty slick idea...</p><p></p><p>The characters and the mechanoids can be damaged with most weapons. The first three mechanoids games are a trilogy: <em><u>The Mechanoid Invasion</u></em>, <em><u>The Mechanoid Invasion vol 2: The Journey</u></em>, and <em><u>The Mechanoid Invasion vol 3: Homeworld</u></em> form a compelling series of campaigns - with a method of getting from vol 1 to vol 2, even. To be honest, tho', the 1985 revised and expanded version of the Invasion vol 1, entitled <em><u>The Mechanoids</u></em> is a better presentation, and far easier to run, since it uses class modifier to singular skill bases, and one table for each skill. The 1999 or 2000 <em><u>The Mechanoid Trilogy</u></em> collects the 3 comic-book style printings into a single reprint volume... it takes the story further than the 1</p><p></p><p>Palladium Fantasy 1 rev (I've never seen the original 1st ed) likewise uses a single skills table with per class modifiers.</p><p></p><p>Characters start reasonably competent. They get better, but as the levels XP costs widen, the XP per session doesn't...</p><p></p><p>Note that those two lines showcase well Kevin Siembieda's two strong skills: setting design and being a decent B&W artist.</p><p></p><p>Also note: The Rifts Version? It's a megadamage rewrite.</p><p></p><p>I've offered to run these two for my sunday group. They wanted Old School D&D first...</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9184324, member: 6779310"] The system gets a much better reaction when you do a setting without megadamage. Unfortunately, Palladium Fantasy 2E added megadamage to be compatible with Rifts. The real system issues in its initial published version (The Mechanoid Invasion) are [LIST] [*]the skills are table lookups for each skill for each class. [*]It never explains how to roll percentage checks [*]It suffers from spelling and grammar errors [*](specific to the original releases) the paper chosen suffers from acid degradation and iron based ink, resulting in brown on reddish-brown. by 2010. [*]only 2 attributes have clear systemic uses outside of class selection PE and ME. [*]The attributes are a different naming convention than most of the gaming industry uses. [LIST] [*]IQ, ME, MA, PS, PP, PE, PB, SPD [/LIST] [/LIST] The AR/SDC system, when characters don't have personal SDC, is a reasonably good compromise between armor being deflection and armor soaking damage... Basically, the 1d20 to hit hits the target on 5+... but a nat 1 misses... but only hits the person if the to hit roll exceeds the AR (which ranges from 6 to 16). If it hits 5 to AR, it does its damage to the Armor SDC, not the wearer. Most shots thus hit, unless the target can dodge. For 1981, it's a pretty slick idea... The characters and the mechanoids can be damaged with most weapons. The first three mechanoids games are a trilogy: [I][U]The Mechanoid Invasion[/U][/I], [I][U]The Mechanoid Invasion vol 2: The Journey[/U][/I], and [I][U]The Mechanoid Invasion vol 3: Homeworld[/U][/I] form a compelling series of campaigns - with a method of getting from vol 1 to vol 2, even. To be honest, tho', the 1985 revised and expanded version of the Invasion vol 1, entitled [I][U]The Mechanoids[/U][/I] is a better presentation, and far easier to run, since it uses class modifier to singular skill bases, and one table for each skill. The 1999 or 2000 [I][U]The Mechanoid Trilogy[/U][/I] collects the 3 comic-book style printings into a single reprint volume... it takes the story further than the 1 Palladium Fantasy 1 rev (I've never seen the original 1st ed) likewise uses a single skills table with per class modifiers. Characters start reasonably competent. They get better, but as the levels XP costs widen, the XP per session doesn't... Note that those two lines showcase well Kevin Siembieda's two strong skills: setting design and being a decent B&W artist. Also note: The Rifts Version? It's a megadamage rewrite. I've offered to run these two for my sunday group. They wanted Old School D&D first... [/QUOTE]
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