Palladium and other fantasy RPGs...

Can someone give me info on that game? Not only the system, but especially the world.
How is it compared to classic fantasy settings? Is there a big storyline running through or is everything possible? Is it a very realistic world (like medieval Earth), is it a dark place, is there hope, or is it a light place with little concerns...?

Are there (many) adventures available and are they the kind of epic stories or more loose encounters?

How are the books, do you need many?

Just tell me what you know about Palladium fantasy RPG. ;)
 
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Good and Bad

Hi.

I play in a Palladium Fantasy game. The mechanics of PFRPG are similar to D&D. However, from experience, there is very little reason to play a non-spellcaster in that game. You're melee ability is almost entirely based on what Hand to Hand Skill package you take, and since Spell casters can take the most advanced ones (Martials Arts or Assassin) just as well as a Fighter type can, they're usually on par if thier ability scores are about the same.

To give an example of this from our game, my Pirate Hunter's base attack went up by +2 from 1st to 7th level. The Fire Elementalist who was my buddy also went up by the same amount, and at 7th level got a spell that could create a lava river and destroy a village almost at will. If it wasn't for the fact that my magic swords have a better plus to hit and my Physical Prowess is 4 points higher, we'd have the same to hit bonuses.

Oh, and to say Palladium's classes are front loaded is an understatement. The 3.0 Ranger from D&D doesn't even offer benefits like this.

On the other hand, the setting is one of the most phenomial I've ever played in. While the published adventures aren't the greatest, the amount of information on different sections of the 'known' world is incredible, but still allows room for a DM to expand and add in his own stuff. I know for a fact that Kevin Siembieda would rather have his company go bankrupt and disappear forever than publish a d20 conversion of PFRPG. Which is a shame. However, I do recommend picking up the various books for use in your own D&D game. The main book does contain a lot of useful info, as well as the various supplements. I recommend Dragons and Gods (The Church of Dragonwright kicks serious azz!!!) very highly.

Granted, yes, it would be extra work to convert some of the things. But honestly, an orc is an orc is an orc. Most of the Palladium stuff has a direct conversion to D&D. Honestly, calling a particular demon a Balor or a Balrog isn't a big difference and is ripped off from Tolkien anyway. ;)

Cordially,

Bronze Dragon
Maryann's Minion (with a T-shirt to prove it)
Pittsburgh, PA
 

If you want a look at Palladium Fantasy pick up any of the books written by Bill Coffin. He's worls books are by far the best written in terms of creativity and easy to read writing style.

The Palladium Fantasy RPG suffers what I feel all Palladium games suffer from, bad rules. But the world itself is very well done. I've still got all my old first edition PFRPG books as well as most of the second edition ones.
 

If I'm going to play Palladium, I'll stay as far away from D&D. Never thought of a conversion, never will. From what I've discovered of Palladium (and that's little so far) it's more superior as a RPG than D&D. It stays true to clever ideas, wits, character development etc over hack & slash, although combat can play as large a part as you want to.

That's also why I don't care if warriors are more boring than mages. Really, if you could choose to unravel the biggest mysteries of arts that's magic, you'd be very limited to choose wielding swords & axes.

I actually like that there are still RPGs that promote roleplay, good stories and formidable places instead to maniacally make everything fit into a shining suit... with little interesting content.

That aside, tell me more plz. I care more for the world than the system, which seems ok. A system musn't be to complicated but flexible. And I think it is, isn't it? It doesn't have to be 100% bug free, because nothing is.
I can finally start playing with only one big book!
 

Shadowlord said:
If I'm going to play Palladium, I'll stay as far away from D&D. Never thought of a conversion, never will. From what I've discovered of Palladium (and that's little so far) it's more superior as a RPG than D&D. It stays true to clever ideas, wits, character development etc over hack & slash, although combat can play as large a part as you want to.

That's also why I don't care if warriors are more boring than mages. Really, if you could choose to unravel the biggest mysteries of arts that's magic, you'd be very limited to choose wielding swords & axes.

I actually like that there are still RPGs that promote roleplay, good stories and formidable places instead to maniacally make everything fit into a shining suit... with little interesting content.

That aside, tell me more plz. I care more for the world than the system, which seems ok. A system musn't be to complicated but flexible. And I think it is, isn't it? It doesn't have to be 100% bug free, because nothing is.
I can finally start playing with only one big book!

I've played Palladium in many incarnations for years now... Rifts, Palladium Fantasy, Nightbane, System Shock, etc.

Their worlds are normaly pretty cool. I really like a lot of their worlds. I really do.

Their rules suck. Badly. Really badly. As in, total suckage badly. Bad bad.

Get what I'm trying to say?

The palladium rule base is dry, over-complicated, arbitrarily constrictive, artificialy inflated in terms of power, unbalanced, and paridoxily strangely abstract at times. I really cant think of much good to say about the palladium rules. I kinda like their alignment system at first glance, but it's not even really all that good, once you use it for a while, as some gaping problems become apparent.

I use modified Shadowrun rules, or BESM, depending on my mood, for Rifts. Massivly overhauled Storyteller system rules for Nightbane, and DnD rules + some other stuff for Palladium fantasy. I won't touch their rules with a 10 foot pole anymore.
 

here we go!

Palladium character has ten stats. Humans roll 3d6 for each stat, while other races can roll as many as 1d6 for one stat and 5d6 for another. The results of a roll can be increased by 1d6 if a specific number is rolled (1d6 if 2d6 results in a 12, or 1d6 if a roll of 3d6 gets a 17 or 18).

Each character has at least one profession, these include fighting types (mercenaries, soldiers, knights, thives, assassins), magic users (wizards, warlocks, summoner, priests, shamans), even entertainers (acrobat, jugglers), there are more professions and they all have stat requirments.

Each profession has a couple of default skills and a list of elective skills from which the player picks. Most skills are measured in %, and the % raise with each level, unless the character stops learning that skill. This normally happens when the character picks a new professions and does not pick a skill again.

Humans are not the dominant race, but thay do have many kingdoms. Wolfen (humaniod wolves), lizardmen, giants and others (goblins, hobgolbins, orcs, elves, dwarves, ogres, trolls, ) control large area's.

Combat involves rolling a d20 + bonuses and comparing the result to the opponents armour rating or the opponents parry (also using d20 + bonuses). Palladium characters use hit points.

Books you need are the Pallandium rpg book and one of the area books, of which there are many. The game can be fun but it's similar to ODND in may ways.

__________________
 

Shadowlord said:
If I'm going to play Palladium, I'll stay as far away from D&D. Never thought of a conversion, never will. From what I've discovered of Palladium (and that's little so far) it's more superior as a RPG than D&D. It stays true to clever ideas, wits, character development etc over hack & slash, although combat can play as large a part as you want to.

That's also why I don't care if warriors are more boring than mages. Really, if you could choose to unravel the biggest mysteries of arts that's magic, you'd be very limited to choose wielding swords & axes.

I actually like that there are still RPGs that promote roleplay, good stories and formidable places instead to maniacally make everything fit into a shining suit... with little interesting content.

That aside, tell me more plz. I care more for the world than the system, which seems ok. A system musn't be to complicated but flexible. And I think it is, isn't it? It doesn't have to be 100% bug free, because nothing is.
I can finally start playing with only one big book!

1) Bull. It's not a superior RPG. The only people who say that are rabid anti-d20 trolls. Clever ideas, wits, and roleplay are a function of a gaming group, in particular the GM and how good he/she is. A good GM will have traps, puzzles and RPing in equal balance to combat regardless of system.

2) It's not that warriors are boring. It's that warriors are pointless when they aren't any better at fighting than mages. Why play someone who has a +7 to hit and can make 6 attack per round at that number when you can play someone with +7 to hit and can make 6 attacks per round at that number AND can destroy small villages with a gesture?

3) The Palladium System is very close to D&D with a few exceptions. Most importantly, skills are percentage based. Second is, unless you're a spell caster (be you cleric, mind mage, wizard, diabolist, etc), there is very little to look forward to when leveling except 1d6 hit points. And with very few exceptions, a 1st level character is just as likely to succomb to the first level spell Cloud of Slumber as a 10th level character is. The combat system is pretty much D&D 3.0 but instead of your AC being 10 plus modifiers it's d20 plus modifiers. So, Mechanics wise, Palladium is either on par or sub par with D&D. When we still ran PF as PFRPG, the GM had to bring something along the lines of 10 to 12 different books because each one had an important erratta to the main book, or a spell the bad guy needed to use, etc, etc.

4) The world setting is probably one of the single coolest world settings I've ever read. There are quite a number of books to pick up to get all the info. Eastern Empire, Western Empire, Yin-Sloth Jungle, Dragons & Gods, Adventures on the High Seas (useful outside of aquatic settings btw), etc. Buy the books for the settings. But unless you're a complete munchkin, ditch the mechanics and use some other system. Play balance is a complete joke in PF. If you think d20 is unbalanced, you ain't seen nothing yet.

5) The Monster Manuals from Palladium, while containing intersesting monsters, are horrible from a GM standpoint. Monster stats aren't given an average score, they're given the number of dice (which can vary from 2d4 to 4d4 to 3d6 to 8d6) to generate stats for the individual. There is no "Joe Average" orc with standard stats. Which means either you figure out the average and pencil it into your book, or you generate each orc in a raiding party seperately. They also have very few monsters you won't find in D&D.

6) If you don't like munchkins, then the PFRPG is not for you. There is some cheese in PF that it can't possiblely be described in the amount of time I have available now on my break.

Cordially,

Bronze Dragon
Pittsburgh
 

But unless you're a complete munchkin, ditch the mechanics and use some other system. .

I always thought munchkins are so fond of mechanics. A normal roleplayer likes to play a role (duh), he likes stories over rules.

Play balance is a complete joke in PF. If you think d20 is unbalanced, you ain't seen nothing yet.

I don't think d20 is unbalanced, I think d20 ONLY cares for balance! Which isn't strange since d20 is only a rules system. I'm more interested in what good settings would be supported, be it d20 or not.

The world setting is probably one of the single coolest world settings I've ever read.

And what's more important for a good RPG ? Rules you say?? Which leads me to the following statement:

A good GM will have traps, puzzles and RPing in equal balance to combat regardless of system.
Exactly.

Instead of continuing this silly discussion of what's better, why don't you tell me a bit more about this world. I know it's fantasy, I heard it's good. Now WHY is it so good?
 
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A couple good things about palladium

Great flavor in magic, races, and setting

Magic: you have rune magic with diagrammed runes, summoning with exotic circle designs and sacrifice components, and normal spell casters and spells of many varieties.

Races: Standard D&D plus orcs, ogres, goblins, shapeshifters and wolfen (roman wolf-men).

Setting: cool pantheons of gods and demon lords, Great Old Ones, and neat developed empires and kingdoms.

A pretty good xp award system based on good ideas, heroic actions, and overcoming challenges, not killing things.

Very good art.

Support: good setting gazetteers, comparatively little adventure support generally speaking.
 

The problem with the rules in Palladium, is that for me and a lot of other people, they activly suck the fun out of an otherwise great setting they suck so bad. It's not a question of them just not being D20. It's that they actively suck. It's not an absence of goodness in the rules. The rules are baaaaaaaad. Running with no rules would be better than using the Palladium rules. The rules make the game un-fun they are so bad, regardless of how good the game is.

The rules for palladium are rather like cleaning your $100,000 sports car with sandpaper. The car still runs, sure. But you really aren't doing yourself any favors if you clean it with sandpaper.
 
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