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<blockquote data-quote="Belgarath" data-source="post: 957971" data-attributes="member: 3418"><p><strong>palladium need some work</strong></p><p></p><p>I have played a few palladium games such as the FRP, Rifts, and Nightspawn (the previous name for Nightbane).</p><p></p><p>I personally don't care for the front loading of the characters. A wizard can start off with almost 200 PPE (or mana) at first level and then he will recieve an average of 10 points per level beyond that. A warrior at 1st level fighter can take around 80 points of damage, but that only increases 1d6 per level beyond that. Oh, and that d6 hit points is for eveyone. There is no such things as increased hit dice for professions.</p><p></p><p>There are 3 levels of combat training, but the differences in them is slight. At 10th level, which is pretty high considering how the experience system works, you may have an addtional +1 to parry/dodge and roll with punch/fall/impact and that is about it.</p><p></p><p>In the first edition, each class had a certain fighting style that was either given or could be bought, but no other. With the new rules any character can potentially take the same level of combat training as the best warrior.</p><p></p><p>Then there is the idea of secondary skills. These are supposed to be skills that you have picked up outside of your training in your profession, but the ones you may choose are skill limited by your profession. One of the first things that I had to house rule.</p><p></p><p>Worn armor in this system has a damage capacity that it can absorb called SDC. If an attack roll is less than the armor rating, then the armor takes the damage not the character. In theory it is a good idea, but it is another thing to keep track of on your character sheet. This is made worse by the fact that natural armor adds to your personal damage capacity, but if the attack roll is lower than the armor rating, then NO damage is taken.</p><p></p><p>These are just some of the rules that really blow chunks.</p></blockquote><p></p>
[QUOTE="Belgarath, post: 957971, member: 3418"] [b]palladium need some work[/b] I have played a few palladium games such as the FRP, Rifts, and Nightspawn (the previous name for Nightbane). I personally don't care for the front loading of the characters. A wizard can start off with almost 200 PPE (or mana) at first level and then he will recieve an average of 10 points per level beyond that. A warrior at 1st level fighter can take around 80 points of damage, but that only increases 1d6 per level beyond that. Oh, and that d6 hit points is for eveyone. There is no such things as increased hit dice for professions. There are 3 levels of combat training, but the differences in them is slight. At 10th level, which is pretty high considering how the experience system works, you may have an addtional +1 to parry/dodge and roll with punch/fall/impact and that is about it. In the first edition, each class had a certain fighting style that was either given or could be bought, but no other. With the new rules any character can potentially take the same level of combat training as the best warrior. Then there is the idea of secondary skills. These are supposed to be skills that you have picked up outside of your training in your profession, but the ones you may choose are skill limited by your profession. One of the first things that I had to house rule. Worn armor in this system has a damage capacity that it can absorb called SDC. If an attack roll is less than the armor rating, then the armor takes the damage not the character. In theory it is a good idea, but it is another thing to keep track of on your character sheet. This is made worse by the fact that natural armor adds to your personal damage capacity, but if the attack roll is lower than the armor rating, then NO damage is taken. These are just some of the rules that really blow chunks. [/QUOTE]
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