Palladium system question

daddystabz

Explorer
I have the new Robotech the Shadow Chronicles game by Palladium and at first I was going to use it to make my own conversion to a different system but I am thinking now that it will probably be less work to just learn the Palladium system. I glanced through the rules in the book a bit and they don't seem complicated at first glance.

I would like to ask you all that have experience with the Palladium system though the following:

1) Is it a really complicated and/or crunchy system?

2) Those of you that have played the Robotech game, especially the new ones, does it handle mecha and mecha combat well?

Thanks in advance!
 

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this is a board that is by and large dedicated to D&D and its side branches. You probably have more luck with your question on sites like rpg.net.

However, the palladium system has a lot of very vocal detractors (not undeserved in my mind), so if you get answers expect a little bit of heat.
 

I understand (and deteste) that this site is primarily D&D focused. However, I have personally and seen others as well discussed various other RPG systems here as well including Star Trek (Decipher and LUG), Mutants and Masterminds, Unisystem, etc.

I posted this same question at rpg.net earlier.
 
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I love Palladium...my first rpg was rifts...so I may be biased...
Palladium I would like to ask you all that have experience with the Palladium system though the following:

1) Is it a really complicated and/or crunchy system?

It is more complicated then D20 if that is what you mean, and character building takes some time..but it is fun. % dice for skills, D20 for attacks and saves...it is much more fluff then crunch...

2) Those of you that have played the Robotech game, especially the new ones, does it handle mecha and mecha combat well?

I am not sure about the new one, but the old one was good. I played a cyclone pilote in a cross verse game once, and it was pretty good.



Some advice:

Plan a 4-5 hour seson to create characters...then plan to start with some RP...fights can take a while to run when you are new to the system...
 

Without going off on a rant, I'll say this for my Palladium experiences.

Its five times as much fun to create a character in Palladium than it is to actually PLAY him.

For reference; I've played Palladium Fantasy, RIFTS, TMNT, Beyond the Supernatural, Heroes Unlimited, and Nightbane. Each time, I can tell you I enjoyed Char-Gen much more than the actual gaming experience.

YMMV, of course.
 

I understand (and detest) that this site is primarily D&D focused.

Why is that?

Robotech works best when it is mecha verse mecha. We had a lot of fun playing the old game for about 2 years. I never got the new one but I doubt things have really changed because that's not what Palladium does. The system is crunchy. The combat system though has some odd maneuvers but other wise works well. The skill system is simple. Attributes don't mean all that much except for Physical Prowess which means way too much. Mecha with auto dodge are also a lot tougher then they seem. We did find out that damage seemed low. Our fire fights took way longer to destroy things then what the cartoon shows. Missiles especially large volleys of them made a difference. We incorporated large anti ship missiles from Phase World and had fun with those.
 

Palladium is definately a harder system than D20. I don't know about the new stuff but the game is all template based. You pick your template, make your character and go on from there.

Character creation takes a while, and it is definately fun to build and personalize what your character can do.

The skill system seems a little arbitrary at first (you start at X% in a skill and go up a set % each level) but it does make sence after a while.

You get a set number of attack actions per combat round which can translate into different moves you can make. Combat itself is fun and can get fast and gritty once you get used to it. The major thing in Palladium, and what I think your game is big on is hit location. If they make the new giant robots anything like the old giant robots, you'll see every part of the thing having its own set of HP/SDC/MDC

The only thing I never got used to in Palladium is that it seems like leveling up doesn't matter. You get verry little each level and it's almost like a shrug-off. Also money=win the more money you have the more powerful you can get.
 

1) Is it a really complicated and/or crunchy system?

2) Those of you that have played the Robotech game, especially the new ones, does it handle mecha and mecha combat well?

The system is more convoluted than current-gen DND, but it's not particularly difficult to play with. The hardest part is keeping track of all the different ways certain things are governed. As others have mentioned, skills run off a d100 percentile, while hit rolls are d20. Attribute and skill bonuses stack like crazy, particularly if you're doing anything involving hand-to-hand combat (the martial arts system from Ninjas & Superspies will make you lose your mind.) You also have weird things like hit points and armor class for mundane things, but then covert to 'mega damage" for the really powerfstuff, which for some reason does not have an armor class. It's not as simple as it could be, but it's still pretty straightforward.

With regards to Robotech, the new game is identical to the old game, with the exception of some new mecha and the Shadow Chronicles plot lines. The mecha combat is plenty of fun, though there really isn't as much incentive to be in vehicle mode as I'd have liked.
 

I played Palladium for years and know it well. For a long time RIFTS was my favorite RPG after D&D.

Palladium's house system is very simple. You roll stats for your character and then pick a class, often called an OCC in Palladium parlance. Your class then determines your skills and what level of Hand to Hand combat training your character has. That is the crux of it.

Depending on the Palladium game you are playing, you may have additional character creation options such as choosing a race and gaining additional powers, stat modifiers, and so on. Some classes also give you powers. Your choice of skills can also modify your stats.

Once you have determined your basic hand to hand style and calculated your final stats based on various skill, racial, and class bonuses, you then determine your combat bonuses. You will have a certain number of attacks per round (essentially actions per round), and then bonuses to strike, dodge, parry, etc. Whenever you perform those actions in combat you roll d20 and apply the appropriate bonus. There are a number of different things you can do in combat, and your hand to hand style will determine how many attacks per round you get and some of your bonuses.

The Palladium system is kind of a mess though, so I ended up clarifying and house ruling it quite a bit to make it functional. For example, under the basic rules, lets say you have two attacks and your enemy has four attacks. Basically you roll initiative, and higher roll goes. You make an attack and the enemy parries or dodges, then they go and do the same to you and you get to choose your response, parry, dodge, etc. Combat is essentially a series of opposed rolls.

But right away you can see some wonkiness in the system. For example, according to RAW, unless your hand to hand style gives you auto-parry, or auto-dodge, it costs you your next action to parry or dodge. So for example, the enemy attacks you first and you dodge. That dodge just cost you your next action, meaning you don't get to attack back because you just dodged. The enemy then gets to attack you again. You dodge again. You are now out of actions and pretty much just stand there stupidly while they get two more attacks on you. Its awful and unplayable as written. Most people conveniently ignore this rule.

Melee combat works a little better because most hand to hand styles give you auto-parry meaning you can parry melee attacks as a free action without losing your next attack. But auto-dodge is very rare and combat styles, races, or class abilities that offer it are highly sought after. In the RIFTS RPG, auto-dodge is one of the class abilities that makes Juicers so nasty powerful.

Auto-fire and missile attacks are kind of screwed up too, and the skill system doesn't give you much in the way of customization. Your class determines your skills which work on a percentile basis. Most classes in Palladium are extremely front loaded. Essentially the only things you gain by levelling up is a minute skill % boost, a paltry number of hitpoints, and some additional hand to hand bonuses and perhaps an additional attack. Really the hand to hand combat stuff is critical, everything else is pretty much worthless.

I house ruled most of the Palladium combat system to make it actually work. For example, I house ruled that using an attack to dodge does not also mean you lose your next attack. I also gave bonus attacks to most classes since your attacks also function as your actions in combat.

For mecha combat, you start dealing with mega-damage which has its own issues. Also I recommend just treating mecha combat the same as character combat. Some Palladium games like Heroes Unlimited have these wonky rules for dogfighting which work off the crappy Palladium skill system. I recommend ignoring those completely.

If you are interested, I can post up my fixes to Palladium combat. I haven't played in years though. Once 3e and d20 came out I never looked back. And unfortunately, Siembieda hates d20 and refuses to convert it. That's sad because a well written d20 version of Palladium's games would sell a bajillion copies.
 

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