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<blockquote data-quote="Dragonblade" data-source="post: 2107873" data-attributes="member: 2804"><p>If you do want to actually use the Palladium Rules then I suggest taking a look at the house rules I came up with. It pretty much ended all the rules arguments we used to have when we played Palladium Games, especially Rifts. Keep in mind that this system is far more abstract and cinematic than d20.</p><p></p><p></p><p>----------------</p><p></p><p>Palladium Rules Patch v. 2.5 by Kyle Watt</p><p></p><p>Number of Attacks:</p><p></p><p>First of all every character gets a base 2 Hand-to-Hand Attacks per round PLUS whatever they get from HTH Martial Arts or Expert or whatever (including one of the myriad martial arts in N&S). So a level one character with HTH martial arts would get 4 attacks (+1 if they took Boxing)</p><p></p><p>Combat is the same as it was before. Roll initiative. Combatants take turns in descending initiative order. Roll to Strike when you attack. If you are being attacked then you can roll to Parry or Dodge. Move to the next combatant until everyone has used up their attacks. Roll initiative again. Repeat.</p><p></p><p>NOTE: Some special combat moves take up more than one attack. Thats fine, simply subtract the cost of the move from the number of attacks you have remaining. Most magic spells or special powers or whatever usually cost 1 attack.</p><p></p><p>"Simultaneous attacks" are removed from play.</p><p></p><p>Dodging:</p><p></p><p>Dodging costs 1 attack unless you have Auto-Dodge. Example, I have 4 attacks. I have highest init. so I go first. I attack and the defender dodges or parries. I have 3 attacks left. My foe attacks me. I dodge and now have 2 attacks left. My turn again, I attack and now have 1 attack left. And so on.</p><p></p><p>You CAN dodge even if you are out of attacks. If you have Auto-Dodge then you do not lose an attack when you dodge.</p><p></p><p>If you are surrounded by numerous foes or fighting a particularly tough one it is conceivable that you might spend the entire round dodging and never get to attack back. In this case, initiative becomes important so that you can go first and attack. Or you can choose to not dodge and save an attack for striking.</p><p></p><p>Bursts:</p><p></p><p>You can fire several different kind of bursts. They do varying degrees of damage depending on how long you hold the trigger down and how many rounds you use up. Any weapon that says it has "Standard rate of fire" or can fire bursts in its description can fire bursts. Any weapon that specifically says it cannot fire bursts or can only fire single shots or can only fire pre-set pulses/ bursts CANNOT fire bursts. For example, some rail guns only fire pre-set bursts. Those weapons follow the rules in their description and cannot be used to fire freeform variable bursts as written below. When in doubt, GM decides. All bursts cost 1 attack to use. Its simply a matter of how many rounds you want to fire. If you have a vehicle, a power back, or are playing a Bot or a Borg, you can link an energy weapon to your power system and can basically fire long-bursts all day long. You must have the minimum number of rounds that a particular burst requires to fire that burst. In other words, you must have at least 9 rounds remaining to fire a Long-burst with a burst capable weapon.</p><p></p><p>Mini- burst: uses up 1d4+1 rounds and does x2 damage</p><p>Short-burst: uses up 1d6+4 rounds and does x3 damage</p><p>Medium burst: uses up 1d8 +6 rounds and does x4 damage</p><p>Long-burst: uses up 1d10+8 rounds and does x5 damage</p><p></p><p>Sprays:</p><p></p><p>A burst capable weapon can spray any number of adjacent targets (within reason, GM's should rule out ridiculous abuses). Roll to strike normally and defenders can dodge vs. that one strike roll. Any defender hit takes damage from one shot. A spray uses up 1d4+1 rounds per target. GM adjudication is important here because tightly clustered targets may be hit by more than one round each. Also there is a limit to how many opponents can effectively be targeted in 1 attack. It is impossible to write rules that cover every situation so GM common sense should prevail.</p><p></p><p>Missiles:</p><p></p><p>When firing missiles singly or in a volley, roll to strike using all relevant modifiers. That is the Strike roll for the FIRST missile. Every missile in a volley beyond the first missile gains a cumulative +1 to Strike. Example, I fire 4 missiles. My Strike roll is a 15. Thus missiles 2,3,and 4 have strike rolls of 16, 17, and 18, respectively. Next the defender rolls to dodge. If he rolls 18 or higher than he is ok and dodged all the missiles. If he rolled a 16, then he is hit by two missiles (those with strike rolls of 17 and 18) and dodges two.</p><p></p><p>Called shots:</p><p></p><p>Making a called shot is difficult but can be done. Some mecha have specific called shot modifiers of -5 or whatever depending upon the location. You can use these or use mine. I generally hold that the head is -8 and that specific limbs are -4. Other areas can be determined by the GM on a case by case basis. Of course, individual GMs are free to change these values for increased or reduced lethality. An attacker must announce a called shot and then roll to strike. The defender can dodge and the called shot modifier can be applied as a penalty to the attackers roll or as a bonus to the defenders. I usually say bonus for the defender. Any strike roll that rolls high enough to hit but not high enough to hit with the called shot modifier hits the main body instead. Called shots to the head that miss, miss completely. A called shot costs 2 attacks and must be a single shot, no bursts. Weapons that cannot fire single shots cannot be used for called shots. Generally the head and/or any limb can take 25% of the damage that the main body can unless otherwise noted.</p><p></p><p>Movement:</p><p></p><p>A character can generally move anywhere and as much as they like within reason everytime their turn in combat comes up. Look at a characters speed and extrapolate from there. To encourage fast anime-style combat, any "reasonable" movement should be allowed. Movement is usually free.</p><p></p><p>General combat: </p><p></p><p>We use this system for every kind of combat in the Palladium game. Whether for Characters, mechs, jet fighters, whatever. It makes things easier and speeds up play. This is NOT a tactical system like D&D 3e. Rather it is a more abstract cinematic system. YMMV.</p><p></p><p>Any Palladium rules that don't conflict with these rules are generally kept.</p></blockquote><p></p>
[QUOTE="Dragonblade, post: 2107873, member: 2804"] If you do want to actually use the Palladium Rules then I suggest taking a look at the house rules I came up with. It pretty much ended all the rules arguments we used to have when we played Palladium Games, especially Rifts. Keep in mind that this system is far more abstract and cinematic than d20. ---------------- Palladium Rules Patch v. 2.5 by Kyle Watt Number of Attacks: First of all every character gets a base 2 Hand-to-Hand Attacks per round PLUS whatever they get from HTH Martial Arts or Expert or whatever (including one of the myriad martial arts in N&S). So a level one character with HTH martial arts would get 4 attacks (+1 if they took Boxing) Combat is the same as it was before. Roll initiative. Combatants take turns in descending initiative order. Roll to Strike when you attack. If you are being attacked then you can roll to Parry or Dodge. Move to the next combatant until everyone has used up their attacks. Roll initiative again. Repeat. NOTE: Some special combat moves take up more than one attack. Thats fine, simply subtract the cost of the move from the number of attacks you have remaining. Most magic spells or special powers or whatever usually cost 1 attack. "Simultaneous attacks" are removed from play. Dodging: Dodging costs 1 attack unless you have Auto-Dodge. Example, I have 4 attacks. I have highest init. so I go first. I attack and the defender dodges or parries. I have 3 attacks left. My foe attacks me. I dodge and now have 2 attacks left. My turn again, I attack and now have 1 attack left. And so on. You CAN dodge even if you are out of attacks. If you have Auto-Dodge then you do not lose an attack when you dodge. If you are surrounded by numerous foes or fighting a particularly tough one it is conceivable that you might spend the entire round dodging and never get to attack back. In this case, initiative becomes important so that you can go first and attack. Or you can choose to not dodge and save an attack for striking. Bursts: You can fire several different kind of bursts. They do varying degrees of damage depending on how long you hold the trigger down and how many rounds you use up. Any weapon that says it has "Standard rate of fire" or can fire bursts in its description can fire bursts. Any weapon that specifically says it cannot fire bursts or can only fire single shots or can only fire pre-set pulses/ bursts CANNOT fire bursts. For example, some rail guns only fire pre-set bursts. Those weapons follow the rules in their description and cannot be used to fire freeform variable bursts as written below. When in doubt, GM decides. All bursts cost 1 attack to use. Its simply a matter of how many rounds you want to fire. If you have a vehicle, a power back, or are playing a Bot or a Borg, you can link an energy weapon to your power system and can basically fire long-bursts all day long. You must have the minimum number of rounds that a particular burst requires to fire that burst. In other words, you must have at least 9 rounds remaining to fire a Long-burst with a burst capable weapon. Mini- burst: uses up 1d4+1 rounds and does x2 damage Short-burst: uses up 1d6+4 rounds and does x3 damage Medium burst: uses up 1d8 +6 rounds and does x4 damage Long-burst: uses up 1d10+8 rounds and does x5 damage Sprays: A burst capable weapon can spray any number of adjacent targets (within reason, GM's should rule out ridiculous abuses). Roll to strike normally and defenders can dodge vs. that one strike roll. Any defender hit takes damage from one shot. A spray uses up 1d4+1 rounds per target. GM adjudication is important here because tightly clustered targets may be hit by more than one round each. Also there is a limit to how many opponents can effectively be targeted in 1 attack. It is impossible to write rules that cover every situation so GM common sense should prevail. Missiles: When firing missiles singly or in a volley, roll to strike using all relevant modifiers. That is the Strike roll for the FIRST missile. Every missile in a volley beyond the first missile gains a cumulative +1 to Strike. Example, I fire 4 missiles. My Strike roll is a 15. Thus missiles 2,3,and 4 have strike rolls of 16, 17, and 18, respectively. Next the defender rolls to dodge. If he rolls 18 or higher than he is ok and dodged all the missiles. If he rolled a 16, then he is hit by two missiles (those with strike rolls of 17 and 18) and dodges two. Called shots: Making a called shot is difficult but can be done. Some mecha have specific called shot modifiers of -5 or whatever depending upon the location. You can use these or use mine. I generally hold that the head is -8 and that specific limbs are -4. Other areas can be determined by the GM on a case by case basis. Of course, individual GMs are free to change these values for increased or reduced lethality. An attacker must announce a called shot and then roll to strike. The defender can dodge and the called shot modifier can be applied as a penalty to the attackers roll or as a bonus to the defenders. I usually say bonus for the defender. Any strike roll that rolls high enough to hit but not high enough to hit with the called shot modifier hits the main body instead. Called shots to the head that miss, miss completely. A called shot costs 2 attacks and must be a single shot, no bursts. Weapons that cannot fire single shots cannot be used for called shots. Generally the head and/or any limb can take 25% of the damage that the main body can unless otherwise noted. Movement: A character can generally move anywhere and as much as they like within reason everytime their turn in combat comes up. Look at a characters speed and extrapolate from there. To encourage fast anime-style combat, any "reasonable" movement should be allowed. Movement is usually free. General combat: We use this system for every kind of combat in the Palladium game. Whether for Characters, mechs, jet fighters, whatever. It makes things easier and speeds up play. This is NOT a tactical system like D&D 3e. Rather it is a more abstract cinematic system. YMMV. Any Palladium rules that don't conflict with these rules are generally kept. [/QUOTE]
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