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Palladium Games - House rules

Started by enelson, May 09, 2010, 06:31:13 PM

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RPGPundit

Quote from: valency;477895Although I used to play a single base level and 4% level progression for all skills, the idea to chunk the skills into their superordinate categories, with the current skills as specialities, is pure genius. Siembieda should steal that off you -- actually, according to his theory of what constitutes a derived work, I guess he already owns the idea.

He'd be welcome to use this system.

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Quote from: Cranewings;477901lol You made that shit up.
No, he really didn't.
IIRC, it was in TMNT first edition. They later put stickers over the table, after getting some heat from it.

(point to note: Palladium's insanity tables were based off information given to him by a friend in college taking psychology. In older texts (like before the 1960's old), homosexuality is listed as a mental disorder. We've moved on since then, and it was a laughable excuse for a book published in 1987, but it does exist.)
Quote from: dragoner;776244Mechanical character builds remind me of something like picking the shoe in monopoly, it isn\'t what I play rpg\'s for.

Spinachcat

Quote from: enelson;381789Palladium books have wonderful art and Kevin Sembedia seems like a visual guy but their character sheets are boring. Why?

Good question. That has always confused me too.

There are a bunch of PB character sheets around the web, visit the PB forums and search for old threads with links.

Quote from: Cranewings;477676My current irritation with Ninja's and Superspies is how different moves deal different amounts of damage, but there is no reason to pick one over the other.

I originally thought so too, but situations come up where you are fighting in tight quarters and can't get off those big cool moves. Also note that some of the bigger attacks require two actions.