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Palladium exceptional stats question

Started by arminius, August 04, 2010, 09:57:15 PM

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arminius

I picked up Palladium Fantasy 1e (Revised) a while back, am just starting to read it.

BTW, I'm not really very plugged-in to the whole KS drama, and perhaps I'd prefer not to know more than I do. I'll say this for the guy: he's a good illustrator. I love the character line-up on p. 4, especially the human and the goblin.

So, a really basic, wonkish question...

The rules say that if you generate a stat with 3d6, and you roll a 17 or 18, you add another d6 to the stat.

See the problem yet?

There's no way for a human to have a stat of 17. (If you get a natural 17, you'll end up with a final score of 18-23.) The chance of having a stat of 18 is less than the chance of having a stat of 19, 20, 21, 22, or 23. (You can only have an 18 by rolling a 17 followed by a 1. But you get a 19 by rolling a 17 and 2, or 18 and 1.) Only a 24 is less likely than 18.

This kind of mathematical discontinuity frightens and confuses me. Has it gotten any discussion? Are there standard fixes? Was it revised in PFRPG 2e?

Gabriel2

Quote from: Elliot Wilen;397322See the problem yet?

There's no way for a human to have a stat of 17.

No.  I never saw the problem.  In the grand scheme of Palladium rules fucktardeness, this wasn't even a blip on the radar.

You roll 3d6.  On a 16,17,or 18, you roll an additional die and add it to the total.  Therefore, it is perfectly possible to have a 17 if you roll a 16 and a 1.

But wait!  The current books say that the way it has always been (rules changes to Palladium are never changes.  they've just always been that way) is that a roll of a 6 on the bonus die entitles you to roll another d6 and add it to the total.  So, a character could have a maximum rolled stat of 30.

You may think you can't have a 16, but that isn't true.  Physical skills are only added in after bonus dice have already been totalled.  So, you might have rolled a 14 PS and picked Boxing which adds +2 for a total of...  16!

GASP!  The Horror (Factor TM)!

Now, what makes this confusing is when non-human stats are rolled.  When you roll 4d6+3 do you still get a bonus die for a 16, 17, or 18?  Many rules in Palladium say one thing and mean something entirely different.  Do you get a bonus attribute die whenever the attribute is a 16 or above?

When rolling 2d6 for an attribute, you get the bonus die on a 11 or 12.  Do you get the same benefit on a 1d6+5?
 

Bloody Stupid Johnson

17 or 18? Unless this was changed it used to be 16-18 that triggered rollup.
The first edition didn't have physical skills, so the only way to get a 16 was by playing a 2d6 stat race and rolling up on the 11-12.

Building on this, TMNT had this weird shared bonus thing going where if you played "Team Characters", any bonus dice you got on an attribute applied to the group. If Mutant Animal #1 rolled a 16 for Strength, the whole team got an extra die for Strength.

There's also a jump in the strength table somewhere, where you suddenly go from x10 Strength weight lifted to x20 weight lifted, I think. A friend of mine who used to work out alot (and hated Palladium) used to complain that he couldn't exist under Palladium rules.

isomage

For the curious, here are the probability distributions for the two methods (a bonus die for 3d6 > 15, and adding a second bonus die if the first was a 6).

http://imgur.com/QrzGA
My random map generators, GIMP scripts, etc.: http://axiscity.hexamon.net/users/isomage/

Spinachcat

Quote from: Elliot Wilen;397322This kind of mathematical discontinuity frightens and confuses me. Has it gotten any discussion? Are there standard fixes? Was it revised in PFRPG 2e?

I think PF2e has the rule that only 3D6 scores can gain the 16+ bonus die.  I know that some people houserule that only humans get the bonus die.

The key to enjoying PB games is to pick one of the following:
a) going along with the crazy rules,
b) houseruling until you are happy,
c) converting the concepts to a system you like.

Depending on my mood, I flip between B and C.

arminius

Quote from: Bloody Stupid Johnson;39732917 or 18? Unless this was changed it used to be 16-18 that triggered rollup.
Yes, I looked at it very carefully and it says a 16 gets you onto the bonus chart, but only 17-18 get you another d6. It applies to any 3d6 ability regardless of race, but humans are clearly the baseline. 2d6 rolls get the extra die on 12 only. In neither case do you get another extra die under any condition.

In short: PF1e is different from other versions of Palladium system (including 2e) and that's cool.

Minor mathematical hiccups are okay, I can smooth them out if they matter (and this one doesn't much). What generally infuriates me in a set of rules is contradictions and omissions.

Bloody Stupid Johnson

Quote from: Elliot Wilen;397362Yes, I looked at it very carefully and it says a 16 gets you onto the bonus chart, but only 17-18 get you another d6.

Interesting...thanks for that. Its been so long since I've played it that I couldn't tell you if I used to play 1e or 1e Revised; we may have done it wrong at the time, by coming from Rifts/TMNT and using that rule (16+ rollup) out of ignorance.

It definitely wasn't 2e though: I remember seeing a later version of PFRPG come out and being unimpressed since they seemed to actually have screwed it up - making it compatible with their other games by adding SDC (drastically overinflating character "hit points"), and higher stats (via physical skills).

isomage

This is from TMNT:

"Three six-sided dice are rolled to determine each attribute. The higher the number, the greater the ability. If the attribute is "exceptional", 16, 17 or 18, then an additional six-sided die is rolled and added to the total for that attribute."
My random map generators, GIMP scripts, etc.: http://axiscity.hexamon.net/users/isomage/

RPGPundit

Really, why does it matter? Does 16 or 17 or 18 need to be more represented for some reason?

You know what you call it when you're more likely to have a 21 than a 17? Awesome.

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Bloody Stupid Johnson

Well, I love Palladium in spite of its freakish mathematical deformities (maybe even sometimes because of them). I guess most systems have something weird hidden away somewhere.

As far as Awesome goes, the the upshot of the rolling up thing is that most people are Meh (no bonus table for you!) or Super Awesome (16 is both enough to get you a bonus and to give you +d6).

Whether you have a problem with that is personal preference, really (should everyone be slightly awesome? Or is it that "and when everyone is special, no one will be?").

Cranewings

Quote from: RPGPundit;397454Really, why does it matter? Does 16 or 17 or 18 need to be more represented for some reason?

You know what you call it when you're more likely to have a 21 than a 17? Awesome.

RPGPundit

Preach on.

Carranthir

Yeh, I'm with Pundit on this one.

While I find the Palladium rules are a hot mess, the books are just dripping with flavor such that I find myself willing to work with the rules. That said, I'm currently grappling with how best to fix the Armor Rating system so that armor actually matters at mid to high levels. =/

Bloody Stupid Johnson

Quote from: Carranthir;397595Yeh, I'm with Pundit on this one.

While I find the Palladium rules are a hot mess, the books are just dripping with flavor such that I find myself willing to work with the rules. That said, I'm currently grappling with how best to fix the Armor Rating system so that armor actually matters at mid to high levels. =/

OK...(sorry I may be moving off topic with this) but I guess the problem is that as strike bonuses/parry bonuses go up, the totals start moving up past the AR numbers?
A couple of patch ideas:

*giving characters the option of making a "Roll with Punch" roll to take a hit on armour, instead of taking half damage (probably as an action)

*add some sort of "armour optimization" skill that gives you a bonus to AR with level (i.e. the character moves so that they make best use of their armour)?

*more drastically, run a "parry" as subtracting from the attacker's roll, instead of as a separate roll?

Gabriel2

Quote from: Bloody Stupid Johnson;397644OK...(sorry I may be moving off topic with this) but I guess the problem is that as strike bonuses/parry bonuses go up, the totals start moving up past the AR numbers?
A couple of patch ideas:


How about just an "Armor Saving Throw."

When a character is hit and takes damage, roll 1d20.  If it's equal to or less than the AR, then the armor takes damage.

You could also say the roll is modified by however much the attacker beat the defense roll.  So, rolling 7 higher than the parry defense would mean adding 7 to the AST.  

In true Palladium fashion you could also have Armor Proficiencies which give modifiers to your AST by way of a chart.
 

Bloody Stupid Johnson

Quote from: Gabriel2;397645How about just an "Armor Saving Throw."

When a character is hit and takes damage, roll 1d20.  If it's equal to or less than the AR, then the armor takes damage.

You could also say the roll is modified by however much the attacker beat the defense roll.  So, rolling 7 higher than the parry defense would mean adding 7 to the AST.  

In true Palladium fashion you could also have Armor Proficiencies which give modifiers to your AST by way of a chart.

Potentially you could do that. I quite like a separate roll for armour bypass in other games (e.g. Dragon Warriors) since it also makes it possibly to differentiate easily between weapons that do lots of damage, and weapons that are less damaging but have better odds of getting through armour - sword vs. mace say. I guess the downside is that you're adding an extra die roll and so slowing down combat slightly.