Running Palladium for the first time
Posted: Sat Jul 21, 2012 3:29 pm
I finally managed to convince my gaming group to give Palladium a try, and I'm very excited about it. However, I've never run Palladium Fantasy before, and I do have a few questions and am thinking about a few house rules.
1 I'm thinking of nixing WP Paired Weapons. In general, I don't like dual wielding for characters in general, especially when it seems so intrinsically better than fighting with one weapon, and at such a low cost. Also, the aesthetics of it bothers me in a Medieval Era style game. Renaissance-era swashbuckling? Sure. Otherwise, meh.
2 Shields seem a bit too weak. Or, at least, for me, as I really want to encourage my players to use shields. I was thinking either of having them add a passive AR or just give a flat bonus of +1 for small and +3 for large shields to parry attempts.
3 Are there rules for using a one handed weapons with two hands? Like, a bonus to hit or damage?
4 What about fighting with just a one handed weapon?
5 Healing seems too easy, esp. with a Priest character in the group. If they can really use their Healing Touch as often as they like (well, ok, once every 30 seconds), why would a character who ever did get hurt stay hurt?
6 How fast can a character move in an action? I'm assuming, and please correct me if I'm wrong, that it works like this:
Spd: 10 (reasonable result on 3d6, and a good rough number for examples.)
Can move Spd x 20 in yards in one minute, so this character can run 200 yards in a minute.
As such, he can run 50 yards in a combat round (15 seconds).
Assuming he is a 1st level character who knows HTH: Basic (but not boxing), that means he had two attacks per round. Therefore, he can move 25 yards in exchange for one attach...correct?
In general, I would assume that anything within say 5 yards or so is a "free" movement. Rushing over to help your buddy 10 feet away shouldn't cost you a full action, right? But more than that, you have to give up one of your attacks.
If our example character ended up getting a third attack (leveling up, magic, learned boxing, whatever), but not increasing his speed, this would mean that he could move roughly 17 yards per movement, correct? As such, becoming a better/faster/more agile combatant (if not necessarily a faster runner) would result in you being better able to control your movement.
So, in reality, if two characters are both running towards an idol that's 10 yards away, but have the same speed. 1 has two attacks, 2 has three per melee. They both get there, 1 has one attack remaining, while 2 has two left--and that's the advantage of having more attacks in a round, when it come to racing someone somewhere.
7 Horses? How much do they cost, where do you get them, and how does mounted combat work? I know the Knight and Paladin list a horse as their equipment, and that their horses are QUITE valuable, but how much for a beaten down plow horse? Is this information in another book? I only have the base book and the GM's kit, but Monsters & Animals and Book II: Old Ones are on their way to me.
8 I was thinking of setting the game in my little world, basically based on the aftermath of the Lord of The Rings--you conquered the Evil Overlord, but his armies and legions are still around, and where never truly defeated in the field--the unlikely hero destroyed the artifact and wiped out the Overlord, but the Legions of Darkness were never really beaten by the Army of Light. The players job is to colonize the former Forbidden Land--good luck with that.
Will this cause any issues with using Palladium.
9 Also, elves and dwarves are all dead. Dead. Dead. DEAD! Seriously, screw those guys.
10 Seguing from the "non-humans are mechanically better/cooler than humans", I was thinking of changing the die rolls from 3d6 to 2d6+6 for humans. Yes, this makes human PC's better than the bell curve of 3d6 should imply, but I'm ok with that. I'm fine with characters being "better" than normal people, and this will hopefully cut down on rerolls.
11 Are there any rules or guidelines for villages/manors/towns? I have a Rifts book that has rules for town creation (Adventure Guide? I think), and I was going to use that, but it'd be nice to have Fantasy rules for such things. I like the idea of, to quote the poet, "Get Rick or Die Trying" as being a major goal of the game, and as such the players job is build up a lucrative colony for themselves. So, I was thinking of doing a thing where they get bonus XP every year based on how much income their barony or the like brings in (after taxes and tithes and everything else to their bosses).
1 I'm thinking of nixing WP Paired Weapons. In general, I don't like dual wielding for characters in general, especially when it seems so intrinsically better than fighting with one weapon, and at such a low cost. Also, the aesthetics of it bothers me in a Medieval Era style game. Renaissance-era swashbuckling? Sure. Otherwise, meh.
2 Shields seem a bit too weak. Or, at least, for me, as I really want to encourage my players to use shields. I was thinking either of having them add a passive AR or just give a flat bonus of +1 for small and +3 for large shields to parry attempts.
3 Are there rules for using a one handed weapons with two hands? Like, a bonus to hit or damage?
4 What about fighting with just a one handed weapon?
5 Healing seems too easy, esp. with a Priest character in the group. If they can really use their Healing Touch as often as they like (well, ok, once every 30 seconds), why would a character who ever did get hurt stay hurt?
6 How fast can a character move in an action? I'm assuming, and please correct me if I'm wrong, that it works like this:
Spd: 10 (reasonable result on 3d6, and a good rough number for examples.)
Can move Spd x 20 in yards in one minute, so this character can run 200 yards in a minute.
As such, he can run 50 yards in a combat round (15 seconds).
Assuming he is a 1st level character who knows HTH: Basic (but not boxing), that means he had two attacks per round. Therefore, he can move 25 yards in exchange for one attach...correct?
In general, I would assume that anything within say 5 yards or so is a "free" movement. Rushing over to help your buddy 10 feet away shouldn't cost you a full action, right? But more than that, you have to give up one of your attacks.
If our example character ended up getting a third attack (leveling up, magic, learned boxing, whatever), but not increasing his speed, this would mean that he could move roughly 17 yards per movement, correct? As such, becoming a better/faster/more agile combatant (if not necessarily a faster runner) would result in you being better able to control your movement.
So, in reality, if two characters are both running towards an idol that's 10 yards away, but have the same speed. 1 has two attacks, 2 has three per melee. They both get there, 1 has one attack remaining, while 2 has two left--and that's the advantage of having more attacks in a round, when it come to racing someone somewhere.
7 Horses? How much do they cost, where do you get them, and how does mounted combat work? I know the Knight and Paladin list a horse as their equipment, and that their horses are QUITE valuable, but how much for a beaten down plow horse? Is this information in another book? I only have the base book and the GM's kit, but Monsters & Animals and Book II: Old Ones are on their way to me.
8 I was thinking of setting the game in my little world, basically based on the aftermath of the Lord of The Rings--you conquered the Evil Overlord, but his armies and legions are still around, and where never truly defeated in the field--the unlikely hero destroyed the artifact and wiped out the Overlord, but the Legions of Darkness were never really beaten by the Army of Light. The players job is to colonize the former Forbidden Land--good luck with that.
Will this cause any issues with using Palladium.
9 Also, elves and dwarves are all dead. Dead. Dead. DEAD! Seriously, screw those guys.
10 Seguing from the "non-humans are mechanically better/cooler than humans", I was thinking of changing the die rolls from 3d6 to 2d6+6 for humans. Yes, this makes human PC's better than the bell curve of 3d6 should imply, but I'm ok with that. I'm fine with characters being "better" than normal people, and this will hopefully cut down on rerolls.
11 Are there any rules or guidelines for villages/manors/towns? I have a Rifts book that has rules for town creation (Adventure Guide? I think), and I was going to use that, but it'd be nice to have Fantasy rules for such things. I like the idea of, to quote the poet, "Get Rick or Die Trying" as being a major goal of the game, and as such the players job is build up a lucrative colony for themselves. So, I was thinking of doing a thing where they get bonus XP every year based on how much income their barony or the like brings in (after taxes and tithes and everything else to their bosses).