Veknironth wrote:Well, with the self quarantine and creeping boredom, I decided to look into online games on Roll 20. As a result, I entred games of D&D 5th Ed and Pathfinder. Both felt really restrictive in comparison to the free-wheeling combat of Palladium. For example, I was in the middle of the initiative table. I fired a shot with a crossbow, moved, and reloaded. Then an NPC with a lower initiaive runs up to me and attacks in melee and there is nothing that can be done. Another time I'm facing off with an ogre and it has a big ole hammer it's swinging at me. No parry, no dodge, nothing. Just hope he doesn't hit me. It feels like there is such a paucity of interaction with the actions. Am I the only one?
-Vek
"I guess I need to run my own PFRPG game."
Its just two entirely different game types, opposed rolls vs passive actions.
While you complain (that seems.... i dunno, needlessly strong, but its what ive got) that you dont get a chance to interact with being attacked or what have you.. thats because in those systems your defenses are baked in. Your chances to dodge/parry/not get hit/avoid the attack in some way are factored in to your AC (in D&D).
Its just the nature of that type of system. In that system, you have to imagine that your character IS attempting to parry - he didn't just stand there like a chump - and that if the attack hits, he simply failed to do so (or he tried to dodge, or whatever). Combat in D&D in particular is extremely abstract. In 2nd Edition (when Rounds were still 1 minute) you were assumed to be making feints, light attacks, parries, dodging, ducking behind your shield, etc, for the entire round, and your one "attack"
was just the once chance you had to make a meaningful attack. . Your one action wasn't the only thing your character did the entire round - you didn't just make one two second attack and stand there like a mook for 58 seconds.
5Th Edition is more like 2nd than anything since, so i'd go with that. Its not super mechanically balanced (the bounded accuracy rules make the math just fall apart completely after about 9th level), but it is, like 2nd, more about storytelling and imagination than crunch. Your character is assumed to be doing those things (dodging, parrying, feinting, et al) during the round. Those actions are baked into your AC.
Pathfinder is a LOT more crunchy, but in terms of defenses, still an abstract system - you dont make active opposed rolls (except Pathfinder, which i uh... not-so-affectionally like to call CrunchFinder, tries to have its cake and eat it to, so sometimes you DO make opposed rolls) - your defenses are baked into your AC and your character is assumed to be taking defensive maneuvers and actions during combat.
Im not going to get into wether one type of system or another is better - i like both - but they are very different. Just becaise you like one, doesnt mean you like them all.
Now, i will say that every opposed-roll system ive ever played in, Combat takes 20x longer than systems like 2nd Ed AD&D, d20 (3.0/3.5/Pathfinder), or similar... because there are an order of magnitude more rolls.
Again, its not really about one being better or not. Its all preference. If you dont enjoy systems with passive defense/simplified combat, thats cool.
Youll find that most people aren't willing to put up with the amount of time Palladium takes to play out combat, though. Its one of the reasons (one of many, but a big one) that the company and its games are not that popular in the modern RPG era.
Its also why (i bring this up mostly on the Rifts sub forum) the re-work im doing of hte core Palladium system (which is designed with Rifts in mind so itll have rules for guns, etc, but would be equally applicable for PF with very minor revisions) sticks with the opposed-rolls system - because that's the core of what makes the Palladium system feel like the Palladium system.
I could (and have) written and co-opted and adapted "better" or "simpler/more functional" systems before, but.... then it doesnt feel like you're playing Rifts/PF/Heroes.
So i guess the TL:DR is... yeah, i get it.
And i can agree that Palladium, if it wants to exist in another ten years, needs to get on the online bandwagon. Kev's gotta get over his technophobia and his inability to let people do things without making them pay him up front or trying to completely control the project even though he's ignorant of how to make it work (which is what has killed a number of such projects in the past).