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<blockquote data-quote="Calico_Jack73" data-source="post: 2740678" data-attributes="member: 14403"><p><strong>Palladium FRPG</strong> (Yes... I know, Hiss, Yuck!)</p><p></p><p>Character Gen: Similar to D&D but the different races don't add "pluses" to the roll, you get more dice. If a 16,17,or 18 is rolled it is an exceptional stat and you roll one more d6 and add the result.</p><p></p><p>Characters & Advancement: Numerous classes but the system does not support multiclassing. Gain XP and gain levels.</p><p></p><p>Doing non-combat stuff: Simple percentile system. The characters have a percentage chance to accomplish something based upon their level and stat bonuses and the DM can add to the percentage chance if it is super easy or subtract if it is difficult.</p><p></p><p>Combat: VERY SIMILAR TO D20. However it tries not to be so abstract. Basically a modified roll over 4 on a d20 hits because lets face it... it isn't too hard to hit someone who isn't actively trying to get out of the way. Palladium doesn't assume anything which opens up numerous new possibilities. You can actually allow yourself to get hit relying on your armor to save you but attack in return because your opponent is to busy hitting you to defend himself. If you are hit (over 4 is rolled) but your armor protects you (the hit is under your Armor Rating) you take no damage but your armor does. If you parry the attack with a shield the shield takes damage. The best thing is that it isn't necessary to wear armor to have a survivable character in Palladium which is the number one advantage it has over d20.</p><p></p><p>Magic: Spell point system and numerous magical styles. Nothing new.</p><p></p><p>In Summary: Because the combat system and character generation system is so similar this game can easily be used in any d20 campaign setting. Creatures are easily converted from d20 stats to Palladium stats. Combat stats can stay the same. The only difficulty would be skills but even then you figure every +1 to a skill in d20 equates to a +5% in Palladium.</p></blockquote><p></p>
[QUOTE="Calico_Jack73, post: 2740678, member: 14403"] [B]Palladium FRPG[/B] (Yes... I know, Hiss, Yuck!) Character Gen: Similar to D&D but the different races don't add "pluses" to the roll, you get more dice. If a 16,17,or 18 is rolled it is an exceptional stat and you roll one more d6 and add the result. Characters & Advancement: Numerous classes but the system does not support multiclassing. Gain XP and gain levels. Doing non-combat stuff: Simple percentile system. The characters have a percentage chance to accomplish something based upon their level and stat bonuses and the DM can add to the percentage chance if it is super easy or subtract if it is difficult. Combat: VERY SIMILAR TO D20. However it tries not to be so abstract. Basically a modified roll over 4 on a d20 hits because lets face it... it isn't too hard to hit someone who isn't actively trying to get out of the way. Palladium doesn't assume anything which opens up numerous new possibilities. You can actually allow yourself to get hit relying on your armor to save you but attack in return because your opponent is to busy hitting you to defend himself. If you are hit (over 4 is rolled) but your armor protects you (the hit is under your Armor Rating) you take no damage but your armor does. If you parry the attack with a shield the shield takes damage. The best thing is that it isn't necessary to wear armor to have a survivable character in Palladium which is the number one advantage it has over d20. Magic: Spell point system and numerous magical styles. Nothing new. In Summary: Because the combat system and character generation system is so similar this game can easily be used in any d20 campaign setting. Creatures are easily converted from d20 stats to Palladium stats. Combat stats can stay the same. The only difficulty would be skills but even then you figure every +1 to a skill in d20 equates to a +5% in Palladium. [/QUOTE]
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