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Palladium system question
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<blockquote data-quote="Dragonblade" data-source="post: 4668007" data-attributes="member: 2804"><p>Palladium combat is opposed rolls. When the defender rolls to attack, they roll 1d20 and add their strike bonus. The defender then can choose to dodge or parry (unless they are doing some other exotic maneuver from N&S or something). The Defender then rolls 1d20 and adds their Dodge or Parry bonus as appropriate.</p><p></p><p>For example, I have +10 to strike and I punch my opponent. I roll d20 + 10. So let's say, I roll 14. So my attack roll is 14+10=24. Then the defender rolls a parry. Let's say he has a parry bonus of +7. He therefore needs to roll a 17 or higher on a d20 to parry the roll which makes his roll a 24. If the defender fails then he may stil have other options to reduce the damage taken. For example, there is a combat maneuver called Roll with Punch/Fall/Impact that he may be able to do.</p><p></p><p>In Palladium, Defender wins ties. Its kind of the opposite of how 3.5/4e D&D works. In D&D, the attacker has to meet or exceed the defenders AC which is 10 plus modifiers. But in Palladium, the attacker rolls and then the defender has to meet or exceed that number to avoid the attack.</p><p></p><p>Under the rules as written, once you are out of attacks, you do pretty much stand there. If you don't actively dodge (or parry but you can't parry ranged attacks unless a special ability lets you do so) then according to the book, the attacker just needs to roll above a 4 to hit you. This can happen frequently because unless you have auto-dodge, then it costs you an action to dodge. If the attacker has more attacks than you, they just need to keep attacking until you are out of attacks and then you stand there while they waste you. I think thats stupid so I changed the rule in my house rules so that you can always roll a dodge, even after you run out of attacks.</p><p></p><p>Called shots are powerful and as GM it is your right to disallow them entirely. We used them a lot on our RIFTS game and we liked them. It made it easier to take down armored opponents with hundreds of MDC on their main body and made combat faster, more lethal, but also more cinematic and anime-like.</p><p></p><p>Using my previous example, if the attacker was trying to attack the head of his opponent, then there is a -8 penalty to hit (per my house rules). So his roll would either be reduced to 24-8=16, and that would be the number the Defender had to meet or exceed on his dodge or parry roll. Or it would stay 24 and the defender would roll 1d20+7+8 and would need a 9 or higher to avoid the attack. You can apply the called shot penalty to the attackers roll or provide a bonus to the defender. The attacker does have to declare the called shot before rolling.</p></blockquote><p></p>
[QUOTE="Dragonblade, post: 4668007, member: 2804"] Palladium combat is opposed rolls. When the defender rolls to attack, they roll 1d20 and add their strike bonus. The defender then can choose to dodge or parry (unless they are doing some other exotic maneuver from N&S or something). The Defender then rolls 1d20 and adds their Dodge or Parry bonus as appropriate. For example, I have +10 to strike and I punch my opponent. I roll d20 + 10. So let's say, I roll 14. So my attack roll is 14+10=24. Then the defender rolls a parry. Let's say he has a parry bonus of +7. He therefore needs to roll a 17 or higher on a d20 to parry the roll which makes his roll a 24. If the defender fails then he may stil have other options to reduce the damage taken. For example, there is a combat maneuver called Roll with Punch/Fall/Impact that he may be able to do. In Palladium, Defender wins ties. Its kind of the opposite of how 3.5/4e D&D works. In D&D, the attacker has to meet or exceed the defenders AC which is 10 plus modifiers. But in Palladium, the attacker rolls and then the defender has to meet or exceed that number to avoid the attack. Under the rules as written, once you are out of attacks, you do pretty much stand there. If you don't actively dodge (or parry but you can't parry ranged attacks unless a special ability lets you do so) then according to the book, the attacker just needs to roll above a 4 to hit you. This can happen frequently because unless you have auto-dodge, then it costs you an action to dodge. If the attacker has more attacks than you, they just need to keep attacking until you are out of attacks and then you stand there while they waste you. I think thats stupid so I changed the rule in my house rules so that you can always roll a dodge, even after you run out of attacks. Called shots are powerful and as GM it is your right to disallow them entirely. We used them a lot on our RIFTS game and we liked them. It made it easier to take down armored opponents with hundreds of MDC on their main body and made combat faster, more lethal, but also more cinematic and anime-like. Using my previous example, if the attacker was trying to attack the head of his opponent, then there is a -8 penalty to hit (per my house rules). So his roll would either be reduced to 24-8=16, and that would be the number the Defender had to meet or exceed on his dodge or parry roll. Or it would stay 24 and the defender would roll 1d20+7+8 and would need a 9 or higher to avoid the attack. You can apply the called shot penalty to the attackers roll or provide a bonus to the defender. The attacker does have to declare the called shot before rolling. [/QUOTE]
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