poisonbite01 wrote:I've been playing Rifts for a few months now, and have yet to run into ANY problems for the system. However, everywhere I look I see people complaining about the system and the balance, but can't find anything overly specific. Some people mention the rules as "messy" or "clunky" or "in need of revision," for example.
My question is this: What are some of the biggest complaints about the Palladium systems, in better detail, and how do players/Game-masters that encounter these problems resolve them? What are the rules that are "in need of revision" and what does that really mean?
I know its an odd question, but I am genuine afraid that I'll be playing and suddenly come across something that totally breaks the game XD. What is everyone talking about?
Okay, so combat.
First things' first; the toughest character is the best character. What this means is that you're pitting a 400 MDC Borg against, say a Cyber-Knight. Seems pretty straight-forward on who will win, right?
It's the Borg. A Cyber-Knight (and by Cyber-Knight, I and everyone mean a 4th level Cyber-Knight, so they have auto-dodge) may have dodge and the ability to deny the Borg all their bonuses, etc., but here's the thing; that Borg can use area-affect attacks, thus negating the roll to hit.
And he can use them with a simultaneous attack, negating the Cyber-Knight's ability to dodge, making it a "who is the toughest?" contest. The answer to which is the Borg.
So that one is your basic loophole 1; toughest character is best character.
Loophole 2; toughest character is fastest character by default.
So back to the 400 MDC Borg. He gets challenged to a gun-duel with a Wired Gun-Slinger (that's a Crazy who is kitted out to be really fast on the draw); basically he's going to go first - it's really damn easy to get an initiative of 10+ with a Wired Gun-Slinger.
Except that the Borg is just going to simultaneous strike regardless of what initiative he rolls, and because he's a Borg, he's going to be using a weapon designed for powered armours and robots to fire back with.
Seeing a trend?
No. 3: Magic is scary and powerful, unless you are technology; magic is portrayed as this awful and scary thing, but the thing of it is that the only truly scary stuff are high-level spells which most low-level mages can't cast unless they're sacrificing mortals to a god while on a ley-line during a full moon whilst Haley's Comet is passing by Rifts Earth.
Meanwhile your average bit of technology is often superior to magic in most every way, and often can defeat magic. Like the invisibility spell; it does not fool infrared goggles. It's a good trick, if your opponent is a bumpkin or some non-infrared seeing creature with no technological aids, as most EBA, vehicles, powered armours, robots, etc. have infrared vision. Your typical attack spell is out-ranged by most rifles (and out-damaged during the lower levels), and things like Borgs (toughest character) have major bonuses to resist spells, or are simply immune to their effects.
This basic portrayal of how Rifts Earth is may cause your players to scratch their heads, because the truth is, only powerful spell-casters are actually scary.
No. 4: you really need all those skills ; what this means is that about half the skills you have are completely useless or, if you actually read the skill itself, you may question why this was even included. Like Optics Systems; did you know that you apparently need this skill to turn on or off your night-vision goggles (which are coincidentally, either on or off), or to even use the zoom on electronic binoculars? There are other such odd things to do with a lot of these skills. A second instance is that being really smart makes you a better swimmer, gymnast and all-around athletic person. A high PS, PP or PE all mean nothing when it comes to climbing, prowling, acrobatics, etc. because you can apparently think yourself up a mountain, into the shadows, or into a somersault.
No. 5: You can't do something, unless you can!; this means that there are many, many contradictory entries, often in the same sentence. For instance: you can only parry when you run out of attacks, except when you are dodging. Or another instance: you cannot parry energy blasts/bullets! Unless you're using a shield of course.
No. 6: Your stats mean nothing. Literally. The game offers you exactly nothing, and even gives you penalties for having a stat of 15 or less, which you're rolling on 3d6. Meanwhile, 16 is quite literally impossible to roll because if you roll a 16, you roll and add more dice on top of it. So you've got a range now of 3-16 on 3d6 that either give penalties, offer nothing, or cannot be achieved via rolling, and only 17+ on the dice confer any sort of benefit.
No. 7: Mega-Damage weapons and armour are a rare thing. Here's your millions of dollars worth of MD equipment: MD weapons and armour are stated as being "rare" in Rifts, yet every character starts with a ton of the stuff. If you're playing a Robot Pilot for example, you may have a robot worth a few million credits; your best option at that point is to sell it and retire in some place like Northern Gun, where you can really stretch out your money in a 50s-esque town of modern convenience.
No. 8: Here's your bonus, which is immediately negated by this penalty; Rifts equipment often states that it's "specialized" for certain tasks; Naruni for instance, has this "stealth" armour, which changes to match its surroundings, creating a "perfect camouflage", which is instantly negated by the penalty the armour gives you.
No. 9: Where was that rule again?; Rifts does not have a linear flow to the books, and has rules that are never easy to find. Or they just say a bunch of garbage in the fluff and the mechanics do not match it in the slightest. For instance: did you know that one of the primary attacks a Glitterboy Killer employs is a targeted missile-strike against the Glitterboy's boomgun? Oh wait, the mechanics says that you cannot do that and that all missiles hit the main body of a target instead.
No.10: There is no incentive to leveling up. Typically your skills improve by 5%; congratulations, you still suck at everything you attempt to do, unless you started good at it. There are a couple of exceptions, but those are exceptions and not the rule.
These are just what I could ramble off in 20 minutes.