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Post by damianmagecraft on Jan 29, 2014 18:23:00 GMT
I want to get a lot of feed back from more than just regulars here so hey come on and pipe up you lurkers your opinions are wanted as well.
Like title says... What is it about the system (the rules not the settings) that makes it the Palladium system in your opinion?
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Post by Jaymz on Jan 29, 2014 19:06:27 GMT
I think it may be a combination of the leveling system and the way character classes/skills are handled. But that just me.
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Post by MacrossMike on Jan 29, 2014 20:28:51 GMT
Personally, I think that since the game system developed in part as the result of the third-party licenses they had, that it's hard to discount the actual titles in what makes them them.
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Post by ninjabunny on Jan 29, 2014 21:41:58 GMT
I don't know if I can answer this with out the setting be included. I have enjoyed the point based magic system, reactive combat (reminded me of JRPG from way back in the day) and a hero at go style.
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Post by ninjabunny on Feb 1, 2014 3:03:56 GMT
This conversation on Facebook has blown up lol.
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Post by joshuagoliath on Feb 1, 2014 4:41:42 GMT
Delays. Would Palladium really be the Palladium that we all know and.. err... sorta love... without the delays that they're known for?
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Post by ninjabunny on Feb 2, 2014 0:51:54 GMT
I am surprised this thread isn't longer then it is.
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Post by writersblock on Feb 8, 2014 4:55:04 GMT
I think for me it is the ability to mold the rules. Some rule sets are very interlaced and if you try to alter even one small element you end up tearing the whole thing apart.
Pally's rule system, from the ground up, is easy to play with and allows you to do so without worrying you are going to make the whole thing unplayable.
I think that is why it is so easily adapted to different settings, genres, and such.
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Post by kryptt on May 3, 2014 7:43:03 GMT
For me it's the wayward way in which the rules are all over the place, and Kevin's unbending will to reorganize his mess, the boring book layout that puts me to sleep, poorly writen rules that need clearing up. I gave up trying to learn the PB system and am sticking with the 40k RPGs. It's simple, intuitive and fun. It's much easier to generate characters and on the FFG site there's a character generator link to get you going within minutes, when compared to the archaic PB system. So for me that's what makes the PB system a PB system.
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Post by niceclaws on May 20, 2014 20:01:59 GMT
For me it's know you've read something (a rule, an OCC, a piece of gear), somewhere. But for the love of all thats holy, not being able to find it any of the books.
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Post by Josh Hilden on May 21, 2014 18:20:45 GMT
It's Kevin, yeah I know I said it, he has massive flashes of brilliance and knows how to source talent. Not saying he knows how to retain it but damn he can spot it and harness it for a moment.
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Post by kanorgreymane on May 22, 2014 2:42:06 GMT
Scarily enough I agree with Josh, in part. Kevin came up with the initial ideas that became Palladium, so in essence Palladium wouldn't quite be Palladium w/out him. Having said that, what makes Palladium , or more accurately Rifts, what they are is the variety of character clsses and the more 'modern' setting. I still enjoy D&D and with the right Gm I can do nearly anything, but D&D as is has no room for scientists, or doctors, or engineers, at least not the way they are in Palladium. I also agree that the setting cannot be effectively seperated from the rest, as the character classes and support the setting, the rules actually don't matter that much as any system of rules can be used to outline and guide actions, but the characters are the heart and soul of the Palladium system, without them and the setting they reside in it's not Palladium to me.
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Janus
New Member
Posts: 64
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Post by Janus on Jan 22, 2016 13:39:33 GMT
I think what makes Palladium Palladium is its system. How they handle races, stats, bonuses, experience, skills, etc. I think the system is what makes any game really. The fluff, the back story, whatever can be used with any other rules set does not make the system unique. Anything that cannot be ported to another system is what makes it unique.
For example, one could say that Space Marines, Eldar, the Imperium of Man are elements of Gamesworkshop, but they do not make Gamesworkshop, Gamesworkshop. Those entities can be used with other systems. Jaymz created rules for Space Marines and Jedi.
One could conceivably run Rifts in D20 just based on setting. So while I can identify Rifts with PB, I cannot say that Rifts is what makes PB, PB as I can apply that fluff to almost any other game system.
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