ForgottenHero27 wrote:Hey guys,
I've been playing role-playing games for a while now (predominantly DnD) and was browsing around the net for something a bit different to expand my horizons.
"Rifts" was a popular result to these searches, and as such, thought I would come here to ask experienced players on their opinions about this game.
Firstly, what sort of system does this game use? Is it similar to DnD? Better or worse?
The Palladium system was created by Kevin Siembeida after years of running AD&D, slowly adding more and more house rules until it became its own distinct set of rules.
Meanwhile, D&D has evolved since Kevin was running it, since he probably was running 1st edition.
3rd Edition AD&D actually swerved back a bit closer to Palladium in some ways, as it had a strong focus on character skills, and the entire basis of the D20 system was essentially the same as Palladium's combat system (D20+bonus vs. D20+Bonus). Although 3E D&D was far more elegant in some ways.
Long story short, Palladium and D&D are much more similar systems than either one is to something like Gurps or White Wolf.
Is Palladium better?
In some ways. In others, not so much.
One of the common complaints about Palladium is that the system is "clunky" and/or "antiquated."
Since the Palladium system was created, RPG systems have evolved towards simpler systems with unified and streamlined rules. D20, for example, is easy to pick up because virtually any time you do anything in the game, you know to just pick up a D20, roll it, add bonuses, and there you go. Palladium, on the other hand, uses a D20 for combat rolls, but uses percentile dice for skill checks.
In D20, all the rules are based on the same basic engine, and they're designed with other rules in mind.
In Palladium, individual rules seem to pop in here or there, scattered through various books, seemingly without much thought about how the rules interact with the system overall. Sometimes the rules actually conflict with other rules in the same book. Sometimes the rules are worded very vaguely.
But compared to D&D 4th Edition, I'd say that Palladium is a significantly superior system if you're into actual role-playing instead of primarily focusing on unrealistic combat simulation. The much larger lists of skills, powers, and equipment allow for a far larger variety in character creation.
One of the key differences that attracted me to Rifts over D&D is that D&D combat uses passive defense, where it's always assumed that the defender is defending to the best of his/her/its ability, and whether or not an attack lands depends entirely on how the attacker rolls the die. In the Palladium system, there is an active defense, where the defender can attempt to react to incoming attacks with certain moves: parry, dodge, roll with impact, simultaneous attack, etc.
This makes combat take longer, but for me it gets rid of that feeling I get in D&D that there are just two guys standing still taking turns stabbing each other until one of them drops.
Another key difference is that D&D is designed, especially after 3rd edition, to revolve heavily around maps and minis. Palladium can use maps and minis, but the system doesn't rely on it nearly as much, and requires more thought and effort to translate in-game action into maps and minis simulation.
Also, a lot of the combat in Rifts takes place at much longer range than in D&D. For the most part, in D&D any roll-out map will work well to simulate battle using 5'x5' squares, or 10'x10' squares. In Palladium, it's common for an effective weapon range to be in thousands of feet, and sometimes in a number of miles. This often makes combat more interesting, but it also makes it harder to translate effectively into a map.
Yet another key difference is Mega-Damage. In Rifts, the weapons are incredibly powerful compared to D&D, and most combat in the game usually takes place using Mega-Damage weapons and armor.
1 point of MD = 100 HP, and the weaker laser pistols inflict 1d4-1d6 MD.
For a normal character, the only way to survive getting hit by a Mega-Damage attack is to wear Mega-Damage armor, and this affects game play significantly.
In D&D, the standard pattern is "get into combat, get stabbed a bunch, heal up afterward." In Rifts, there aren't many healing spells or powers, and they're not that useful because if an unarmored human is hit directly with a MD attack, he's dead. Like REALLY dead. So healing up afterward is, for most characters, not really an issue.
Instead, you have to worry about armor repair, which is more tricky. With the right materials, some armor repair can be accomplished by the PCs themselves, but for the most part they're going to have to find a city with the resources to repair armor and they're going to have to spend quite a bit of money getting their armor fixed.
Which means that there's a lot bigger incentive in Rifts to not get hit during combat, which means that player tactics and strategy is much more important.
There are pros and cons to this, but overall I think it's one of the best aspects of the game; you have to
think to survive.
Also, what do you like/dislike about the game (please be honest) I want to know what I'm getting into before buying all sorts of books.
Likes:-The single best thing about the game is that you can play any kind of character you want to. Because Rifts is compatible with other Palladium games, and the setting includes interdimensional travel as one of the features, pretty much any person or thing you can think of, from any genre or setting, can be used.
-Your character could be a knight, or a dragon, or a wizard, or a psychic, or a ninja, or a super-hero, or a ghost hunter, or a high-tech soldier with a laser rifle, or a power armor pilot, or a mutant animal, or a vampire, or a werewolf, or (again) virtually
anything you can think of.
Which is awesome.
-Likewise, you can run Rifts as any genre you like: Horror, action, fantasy, espionage, war, comedy, drama, whatever.
-I like the passive defense, and I like that the mega-damage system makes you think before you act (most of the time).
-I like that the spells aren't level dependent, and they're not based on the wizard memorizing them then forgetting them again after he casts. Likewise, there aren't "One Time Per Day" spells; as long as you have the mystic energy to cast spell, you can keep casting. (Though certain spells cost so much that you're not likely to cast them more than once per day, if that often).
-I like the post-apocalyptic setting, where humanity is trying to survive on a hostile world full of demons and monsters.
-You can run a game on any power level. You could have a party of Godlings and Ancient Dragons, or a party of Vagabonds and City Rats who don't even have
any Mega-Damage powers or gear.
Dislikes:-The rule system started off pretty strong, only needing a few tweaks, but almost every time Palladium has tweaked the rules, they've gone in the wrong direction (IMO).
-The rules are often scattered in odd places in different books, and can be tricky to track down.
-Over time, power creep has affected the setting quite a bit, and not in a good way. A GM has to be careful about what elements and items are or are not allowed into his/her game if balance is desired.
-Because there are rules that don't make sense, and because a lot of the rules and descriptions are vaguely worded, no two gaming groups play the same game when they play Rifts. Each group is usually happy with what they're doing, but it makes talking about the game rather difficult at times. Online, people will often ask questions like, "Can a juicer beat a Glitter Boy in combat?" and a lot of arguing ensues because the answer is entirely dependent on how a large number of rules are interpreted, as well as what house-rules are being used.
-There's not a lot of direct support from the company when it comes to rules questions.
(though most answers you want can be found here on the website if you look or ask the right people).
Speaking of which, which books would you recommend to get started?
That depends on what you're into, really.
Personally, I recommend getting:
-Rifts Ultimate Edition
-the original Rifts book (if you can find a cheap copy)
-Creatures of Chaos (this is a Chaos Earth supplement, but the creatures in it are excellent for normal Rifts gaming, and they have good monster generation tables)
-Sourcebook 1
That's all I'd recommend to start.
Get those, try them out, hang out here on the message boards, and then see where you're at.
One of the things about a game that lets you do
anything is that sometimes there are simply too many choices for there to be any one clear path.
Are there any cool characters/base classes you would recommend starting with?
All the main book classes are cool, and they're all good for starting with.
Whether or not any of them are good for a particular adventure depends on what that adventure entails.
A Glitter Boy pilot is a fantastic fighter as long as he's in his power armor, but if it's a city adventure or a dungeon crawl he may well have to leave his power armor behind, for example.
Mages are great, but if the adventure is taking place in Coalition territory, they're also going to be hunted fugitives.
I'd keep things as simple as possible to start, while still making sure it was interesting enough to hook the players.
What sort of adventures would I be having, that sort of thing.
Whatever kind you like.
One good skeleton for a basic adventure is:
"Players discover the location of some pre-Rifts ruins, they travel there, search the ruins, encounter one or more monsters or enemies along the way and at the location, then they get some treasure"
On the other hand, another good way to do it for new players might well be to have them roll up a team of Coalition soldiers, only give them the Coalition point of view when talking about the game world, and send them on a mission to go after some Evil Monsters that may or may not actually be evil and that may or may not actually be monsters.
Seems like a good way to keep things simple, to introduce them to the setting, and to allow them to get a feel for the combat rules and effects in a situation where they get free armor repairs and ammunition after the adventure is over.
That's all I've got for now.
Let me know if you have any other questions.