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Rifts -- Who's played it?
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<blockquote data-quote="wingsandsword" data-source="post: 2366279" data-attributes="member: 14159"><p>Palladium's mechanics are a blatant ripoff of 1st edition AD&D, mixed with Runequest while he was at it, all of it poorly explained and radically unbalanced. It might have been a vaguely passable system 20 years ago, but now it's a mostly forgotten relic on the scrapheap of gaming history.</p><p></p><p>By the way Catavarie, copyrights don't last for 20 years, that's a patent, copyright lasts for 95 years at present, and it's virtually impossible to patent a roleplaying game mechanic or system (the prior art claims would be abundant). If copyright lasted 20 years, every movie made before 1985 would be public domain, for example. </p><p></p><p>I hear occasionally from Palladium fanboys that d20 is a ripoff of Palladium, and I laugh every time. Palladium didn't invent rolling a d20 to determine if you hit or miss, the concept of a "saving throw", the idea of character classes or spell levels. The only game mechanical concept that was somewhat unique and not borrowed from somewhere else was the megadamage concept, and that was a game balance train-wreck that every GM I ever knew who used the Palladium system house ruled down to a 10:1 ratio instead of 100:1.</p><p></p><p>I have played Palladium, and even at the time (back in the late 90's, before d20) I thought the system was a train wreck, a cobbled together disaster that smelled like somebodys bad homebrew where they tried to blend AD&D with some bits of other games they liked. When d20 came out, I didn't think back to Palladium, it was more like AD&D with some influence from Alternity and a few things from Rolemaster while it was at it, and to be honest, I haven't seen any Palladium system game played in the last 5 years since nobody I know thought the system was worth playing after d20 came out.</p><p></p><p>The actual Rifts setting is actually interesting, but the system it's fused to is a disaster of legendary proportions.</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 2366279, member: 14159"] Palladium's mechanics are a blatant ripoff of 1st edition AD&D, mixed with Runequest while he was at it, all of it poorly explained and radically unbalanced. It might have been a vaguely passable system 20 years ago, but now it's a mostly forgotten relic on the scrapheap of gaming history. By the way Catavarie, copyrights don't last for 20 years, that's a patent, copyright lasts for 95 years at present, and it's virtually impossible to patent a roleplaying game mechanic or system (the prior art claims would be abundant). If copyright lasted 20 years, every movie made before 1985 would be public domain, for example. I hear occasionally from Palladium fanboys that d20 is a ripoff of Palladium, and I laugh every time. Palladium didn't invent rolling a d20 to determine if you hit or miss, the concept of a "saving throw", the idea of character classes or spell levels. The only game mechanical concept that was somewhat unique and not borrowed from somewhere else was the megadamage concept, and that was a game balance train-wreck that every GM I ever knew who used the Palladium system house ruled down to a 10:1 ratio instead of 100:1. I have played Palladium, and even at the time (back in the late 90's, before d20) I thought the system was a train wreck, a cobbled together disaster that smelled like somebodys bad homebrew where they tried to blend AD&D with some bits of other games they liked. When d20 came out, I didn't think back to Palladium, it was more like AD&D with some influence from Alternity and a few things from Rolemaster while it was at it, and to be honest, I haven't seen any Palladium system game played in the last 5 years since nobody I know thought the system was worth playing after d20 came out. The actual Rifts setting is actually interesting, but the system it's fused to is a disaster of legendary proportions. [/QUOTE]
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