Psion said:
Indeed. But I was using balance in a very specific context here. Whether or not you want to call it a balance problem, that level and XP don't create a sensible mapping to character ability speaks to a failing of the system.
You said:
"A level means something in 3e. If you play some powerful race or class in 3e, you pay for it. Compare palladium, whose XP shift between Vagabond and (frex) T-man or Dragon is a joke when it comes to
equalizing PC power."
I disagree with the second part. Equal power levels is not the "end all, be all" of game system balance. Thats how D&D (more or less) looks at it. Well, thats fine. But it doesn't mean that other systems who don't do it that way are "failed systems". It means that they don't necessarily look at gaming the same way that D&D does. If anything, there doesn't need to be EXP differences in Palladium OCCs/RCCs since Rogue Scholars are just as good at what they do as dragons are at what they do. Maybe even better. Neither of them should be penalized.
As for the first part, the real problem is that the vast majority of of palladium classes get the bulk of their ability/power/importance at first level. Leveling up is better and easier for the skilled guys and tougher and less useful for the combat characters. So there is technically a balancing of power by the uppers levels. Sort of the way Wizards take over the game in D&D games at later levels...hmmm....
Again, these problems are really only a problem in Rifts. The XP differentials are actually effective in the SDC games, since the differences aren't wild in those between classes. Heroes Unlimited is a SDC game, but it lies somewhere in the middle. Levels mean a lot more in HU than in any of the other palldium system games.
Most problems mentioned on this thread and the millions like it across the net point to the only thing everyone (even many palladium fans) can pretty much agree on...Palladium needs a REAL revision of its system.