SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Let's Read- The Palladium Role-Playing Game- 1st edition revised

Started by RunningLaser, November 12, 2012, 10:57:28 AM

Previous topic - Next topic

everloss

Quote from: RunningLaser;602705The magic section has a lot of information, so I'm going to go slowly through it.  

The book states that spell casters never sell their magic- the power that they wield is jealously guarded.  However, there are two ways that characters can purchase magic- through the clergy and through alchemists.

I've always liked this. When I played ADnD, everyone multiclassed, and shared their spells and spellbooks like a bunch of happy hippies. I guess for teamwork purposes that might have been okay.

But the Palladium spell caster has always made so much more sense. He's not going to give away his spells - that's his livelihood!

Who in their right mind would go through the ritual to make a magic cauldron and then just hand their hard-earned spells to another magic-user/competitor?

I think this is also why Kevin included all of the different magical types - to limit sharing. Wizards, Summoners, Diabolists, Warlocks, Witches, and Mind Mages are all unique and except for very particular cases cannot share their magical knowledge with each other.

That actually helps towards the "balance" that so many people seem to care about nowadays and knock Palladium for lacking.
Like everyone else, I have a blog
rpgpunk

Zachary The First

I think to a larger point, it helps keep the mystic mystical. You’re right—you gained a phobia of spiders in order to grab Armor of Ithan, you’re not going to be real thrilled to share it to someone. Magic is dearly bought, and should be dearly guarded.

I do like the distinction in the magic classes as well. We’ve had some hilarious groups where a Diabolist and Wizard continually engage in this game of one-upmanship, or where the various approaches of magic are criticized by the various groups (“Blood in a cauldron to gain arcane power? Hah! True power is obtained in commune and dark pacts with spirits not of the this world, the mere likes of which YOU CANNOT FATHOM”).
RPG Blog 2

Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space

Spinachcat

I had PF 1e, but not 1e revised. What was changed between 1e and 1e revised?

RunningLaser

Quote from: Spinachcat;602889I had PF 1e, but not 1e revised. What was changed between 1e and 1e revised?

As far as I can tell, PF1e had a sexual deviancy table under the insanity section and Revised does not.  I like Revised better- not a fan of the table.

Bloody Stupid Johnson

Quote from: RunningLaser;602894As far as I can tell, PF1e had a sexual deviancy table under the insanity section and Revised does not.  I like Revised better- not a fan of the table.

ooh vague memories surfacing...I remember someone telling me that for fetishes you rolled on the same table as phobias, so you could get a sexual attraction to mold.

Spinachcat

Quote from: RunningLaser;602894As far as I can tell, PF1e had a sexual deviancy table under the insanity section and Revised does not.  I like Revised better- not a fan of the table.

Cutting out one table = Revised Rules?

Zachary The First

It's been awhile since I looked at the non-revised rules, but it's basically some very minor cleanup work, such as the aforementioned charts. That's really about it--sort of like Heroes Unlimited 1st and then Revised. It's just how Palladium did their updates at that time.

So whether you have the crimson-and-black cover, or Knight/Pegasus/Dragon, the content is 99.8% the same.
RPG Blog 2

Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space

everloss

I've never seen the really 1st edition - only the revised.
I've heard of the table in question, and I don't care about it at all. Especially since it was an optional table, and it was what? 1983? Yawn.
Like everyone else, I have a blog
rpgpunk

RunningLaser

I'll keep this one brief for today.


Scrolls are described as enchanted items that allow the reader to cast a one-time spell whether or not they are trained in the arts of magic.  According to the text, scrolls can be created by either men of magic, clergy, or dragons.  The chief differences between them is that scrolls written by the clergy are easier for the commoner to understand while mystical scrolls are more difficult to read and understand unless familiar with it.

The next few paragraphs give information on what defines a scroll, how to acquire them (prices/trade/boon), and the ways they are created by either clergy, wizards, alchemists and diabolists (under certain conditions).  

Next up are brief entries on circle magic and symbol magic.  Both types of magic are detailed later in the book under the classes that use them most.  While wizards can use neither circle magic nor symbol magic to start with, they can eventually learn the art- their knowledge is limited compared to the dedicated diabolist and summoner.

Much like the Thief, Wizards have guilds that they can belong to.  Things such as headquarters, room and board, guild library, guild magic shop, fees and information are listed as possible services available to members.   Further information details the guild council- getting on and maintaining a position of the council, member dues, and expulsion.

I'll end it here and get into combat for wizards and the wizard occ next.

Psychman

It's been a week since the last update. Laser, is everything ok?  Are you going to continue this?
Clearly, "what I like" is awesome, and a well-considered, educated opinion. While "what other people like" is stupid, and just a bunch of made up gobbledygoook. - zomben
Victor of the "I Bought, We Won" - Sleepy

RunningLaser

Quote from: Psychman;606065It's been a week since the last update. Laser, is everything ok?  Are you going to continue this?

Hopefully I'll return to it soon.  Just have been busy and the magic section of the game has a lot to go over.

Psychman

Quote from: RunningLaser;606214Hopefully I'll return to it soon.  Just have been busy and the magic section of the game has a lot to go over.

Dude,  any chance of picking this up again?  There is so much flavour in this game and I was enjoying going over it again.

Cut over an item-by-item look at the spells and either pick the more unusual/stand out or just finish the occ and go on to the next.

Please?
Clearly, "what I like" is awesome, and a well-considered, educated opinion. While "what other people like" is stupid, and just a bunch of made up gobbledygoook. - zomben
Victor of the "I Bought, We Won" - Sleepy

RPGPundit

LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


My Blog:  http://therpgpundit.blogspot.com/
The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.

RunningLaser

I apologize for the delays here- I've just been very busy.  

Wizard's and combat.  There are two types of combat listed for wizards- Hand to Hand and Magic.  

Most wizards in Palladium find hand to hand combat distasteful, therefore, they have a smaller list of weapon proficiencies to choose from.  Other weapons not on the list can be used by wizards, although they do not receive any bonuses for doing so .  They are allowed to take the Hand to Hand non- Men at Arms skill and are only allowed one hand to hand attack per round.

Wizards are allowed to wear any armor they choose, although there are some hefty penalties to speed, Prowl (skill), dodges, parries and strikes for armor heavier than leather.   A life of study does not lend itself to clanking around in plate.  So you would be able to have a great sword wielding plate wearing wizard if you didn't mind the penalties.

RunningLaser

All Men Of Magic can use magic combat.  What follows here are description of terms used in magic-  level (of which there are eleven levels), caster level (with higher level casters being able to cast more powerful version of a spell), range, duration ect.    As casters gain levels, not only does the strength and duration of their magic increase, but also the amount of magical attacks that they can make per melee.    

All saving throws versus magic are made at a base of 12 (save number can be increased by more powerful Men Of Magic) rolling equal to of higher than on a 20 sided dice.  All races and OCCs get a saving throw against magic each time a magical attack is made against them.  There are bonuses to save that can be applied to a roll.  It is stated that bonuses of a certain type only apply to that specific type of magic being saved against- i.e.-  a bonus to save vs. wards only applies to saving throws against wards and not spell magic.  

The different types of saves and additional abilities are listed here:
Save vs spell magic, save vs circles/wards, decipher circles, save vs psionics, how attribute bonuses can apply to saves- then the following which I am guessing only apply to MoM- elemental magic/spells, cancelling magic/negating magic, recognizing enchantments/ recognizing magic items and sensing evil.

Next up, the actual Wizard OCC.