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Grade the Megaversal/Palladium System
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<blockquote data-quote="Voadam" data-source="post: 9184389" data-attributes="member: 2209"><p>I played a lot of Palladium in the 80s. Palladium Fantasy 1e, Heroes Unlimited, TMNT, Ninjas and Superspies, Rifts.</p><p></p><p>Palladium Fantasy was a decent AD&D variant, basically add your con to starting hp, a parry and dodge system, decent armor taking hp for you at its AC, some really cool classes, martial classes had different bumps from levels, fantastic evocative AD&D variant magic, percentile class skills, and a few other things. The parry and dodge slowed down combat though compared to D&D rounds as you were going back and forth between player and DM to resolve each attack instead of just rolling and moving on to the next action. A bunch of imbalance between classes and races, a lot like AD&D. Anybody could become a witch for instance, but they were weak compared to the other spellcasters.</p><p></p><p>After Palladium Fantasy 1e they added personal SDC as basically extra hp before you get to hp. And skills were more chosen with some stuff adding abilities like the boxing adding an attack, so crafting a character for power was more intricate than pick race and class and roll well on stats.</p><p></p><p>Heroes unlimited was hugely random and unbalanced, allowing you to play a street vigilante who has a mask and knows boxing next to a build your own Iron Man suit character with massive strength, damage absorption, blasting, flying, detection stuff, and who knows boxing as well. Mutants rolled their powers randomly.</p><p></p><p>TMNT had a really cool build your mutant animal system where you bought up human uplift features (bipedal, hands, speech, closer to human size) and animal features. Choosing background was pretty important for how many and what type of skills you got, ninjas were actually not great, but educated people could take lots of skills, including taking boxing classes in college. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Rifts had a postapocalyptic setting with huge magic and supertech and aliens and rifts that brought in things from different dimensions and places, so a big blender of possible stuff. It added megadamage which was basically 100 points of damage for each 1 MDC, and MDC armor blocked anything less than 100 hp damage. Huge discrepancies in possible types where you could play a literal homeless vagabond wanderer as your class with a few survival skills and a gas mask next to people in MDC power armor with MDC rail guns. There was a decent amount of variety in top tier classes (Glitterboy armor, Juicer, Dragon Hatchling, Techno-Wizard, Super Psion, etc.) so you could have a decently balanced party by everyone ignoring two-thirds to half the options. Also there was power creep with each released supplement (with like 30 of them or so) so you could have something from a supplement just like the core class but better. There were a bunch of mid tier power classes and a couple really poor non-MDC ones, so class was a huge impact on the game.</p><p></p><p>Ninjas and Superspies has fantastic martial arts systems using the palladium system with different in-depth mechanics for different styles. One of my favorite systems for martial arts in gaming and my top choice for real world style flavor.</p><p></p><p>I have bought a ton of Palladium PDFs in bundles and such over time, even though it has been decades since I played and I prefer D&D as a full system when I run games, particularly the design goal of balanced characters. Palladium has a lot</p></blockquote><p></p>
[QUOTE="Voadam, post: 9184389, member: 2209"] I played a lot of Palladium in the 80s. Palladium Fantasy 1e, Heroes Unlimited, TMNT, Ninjas and Superspies, Rifts. Palladium Fantasy was a decent AD&D variant, basically add your con to starting hp, a parry and dodge system, decent armor taking hp for you at its AC, some really cool classes, martial classes had different bumps from levels, fantastic evocative AD&D variant magic, percentile class skills, and a few other things. The parry and dodge slowed down combat though compared to D&D rounds as you were going back and forth between player and DM to resolve each attack instead of just rolling and moving on to the next action. A bunch of imbalance between classes and races, a lot like AD&D. Anybody could become a witch for instance, but they were weak compared to the other spellcasters. After Palladium Fantasy 1e they added personal SDC as basically extra hp before you get to hp. And skills were more chosen with some stuff adding abilities like the boxing adding an attack, so crafting a character for power was more intricate than pick race and class and roll well on stats. Heroes unlimited was hugely random and unbalanced, allowing you to play a street vigilante who has a mask and knows boxing next to a build your own Iron Man suit character with massive strength, damage absorption, blasting, flying, detection stuff, and who knows boxing as well. Mutants rolled their powers randomly. TMNT had a really cool build your mutant animal system where you bought up human uplift features (bipedal, hands, speech, closer to human size) and animal features. Choosing background was pretty important for how many and what type of skills you got, ninjas were actually not great, but educated people could take lots of skills, including taking boxing classes in college. :) Rifts had a postapocalyptic setting with huge magic and supertech and aliens and rifts that brought in things from different dimensions and places, so a big blender of possible stuff. It added megadamage which was basically 100 points of damage for each 1 MDC, and MDC armor blocked anything less than 100 hp damage. Huge discrepancies in possible types where you could play a literal homeless vagabond wanderer as your class with a few survival skills and a gas mask next to people in MDC power armor with MDC rail guns. There was a decent amount of variety in top tier classes (Glitterboy armor, Juicer, Dragon Hatchling, Techno-Wizard, Super Psion, etc.) so you could have a decently balanced party by everyone ignoring two-thirds to half the options. Also there was power creep with each released supplement (with like 30 of them or so) so you could have something from a supplement just like the core class but better. There were a bunch of mid tier power classes and a couple really poor non-MDC ones, so class was a huge impact on the game. Ninjas and Superspies has fantastic martial arts systems using the palladium system with different in-depth mechanics for different styles. One of my favorite systems for martial arts in gaming and my top choice for real world style flavor. I have bought a ton of Palladium PDFs in bundles and such over time, even though it has been decades since I played and I prefer D&D as a full system when I run games, particularly the design goal of balanced characters. Palladium has a lot [/QUOTE]
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