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Palladium Sucks! Or Does It? Yeah, It Does…

  • Written by Samuel Van Der Wall 67 Comments
    Last Updated:: December 30, 2008

    Palladium Rifts

    We hate what we love, and we love what we hate. At least, that is the way I feel about pretty much all Palladium games. I own dozens of Palladium system books such as Palladium Fantasy, Rifts, Ninjas & Superspies, Beyond The Supernatural, The Rifter, and tons of supplements to all of these games. My first website I ever created was a website about Palladium Fantasy adventures that I had written. Bill Coffin, a former Palladium author for those who don’t know, was even kind enough to put one of my adventures in his book at one time (check out the Baalgor Wasteland adventures and you’ll see my name in there).

    I was Palladium’s biggest champion in my gaming circle for years. But right now they are sitting in a box in my shed, where I will occasionally pull one out for an adventure idea. Why is this? Cause Palladium sucks! And it took me years to admit it, but it does.

    Imbalance – The system has no balancing features what-so-ever. If you pickup the Rifts handbook and make a couple characters, there are tons of completely worthless ones in comparison to what is available. Anyone ever tried seeing how a Headhunter fairs against a Glitter Boy in combat? It usually takes about one moderate d20 roll for that combat to be over.

    Unorganized, Badly Edited, Unclear Rules – Yeah, that is all one gripe. Basically if you want to play any Palladium system game, you’ll find that the rules are spread throughout pretty much every book out there. I frequently would pull rules from one game setting into another setting just because I couldn’t find a rule for something in one game. This basically makes it so every campaign in every setting ends up being homebrewed rules. Really, you have to search for rules and make up things for practically anything that isn’t related to combat (and much of combat too).

    Poor Compatibility Between SDC and MDC – The general idea here is that things with SDC have a weaker resistance than things with MDC. Example, a person could take and give SDC damage where a tank would take and give MDC damage. The person could run up and punch the tank all day which would do nothing. But the tank shoots the person and they go splat. Great concept, horrible execution. If it actually worked the way it was supposed to this idea might have potential.

    Recycled Artwork – Now this is more of a personal gripe. But honestly, if I pay $20-$40 for a book I really don’t want to see the artwork from a previous book that I bought for $20-$40. I’ve heard this gripe from almost every player I know that owns multiple Palladium books. It is especially bad when you’ve got a picture that worked great for one game, but marginally works for another. It just goes to show that they threw a particular picture into one book at the last second just for filler. I don’t know too many ‘professional’ companies that recycle artwork in their gaming books as much as Palladium does.

    Need A New Version – Essentially, the Palladium system is on about their second edition of rules. They need a new edition that drastically overhauls the entire system. Keep the same flavor and concepts, but at least give a shot at bringing all the primary rules together under one book. Cross-contamination between the different settings causes a lot of confusion for players. There needs to be a new, universal edition for all Palladium settings. The game, company, and gamers would all benefit from this. It could even be spun into an open gaming license format if it was done well enough.

    Even with all these flaws, many Palladium books contain some of the best settings, storylines, random ideas, and artwork of any roleplaying game. But Palladium has gotten to a point where I, and many other players, consider it completely unplayable. I only listed five reasons why the game is unplayable for me. However, there are thousands of reasons why the game is unplayable. I’ll repeat it a second time to get the point across. That in itself is exactly why the game is unplayable, because there are thousands of reasons why the game is unplayable.

67 Comments
  1. Systems like Palladium are strapped for cash since they have such a small group of followers, making it hard for them to produce something on par with D&D. It is probably even harder now they have such a bad rep.

  2. Some might call this pathetic, but I completely agree with you on all of the above points… and yet my group still plays Rifts weekly (soon to be bi-weekly, but still).

    The thing is… as busted as the system is… the game is still incredibly fun.

    Josh’s last blog post..Rifts Session Twelve:

  3. Couldn’t agree more Sam.

    That being said I’m always amazed at the number of Palladium fans I run into at conventions and local game stores. I have to remind myself that something doesn’t have to be any good to still be popular in some circles. Hell I loved the movie Hudson Hawk…

    Oh well.

    John Lewis’s last blog post..Palladium Sucks! Or Does It? Yeah, It Does…

  4. I agree with Josh, entirely. Sure, it’s a broken set of systems but they’re immense fun to play at the same time, and in the end I guess that’s what matters most, eh? :D Some of the mostest fun I ever had while gaming was during a long TMNT campaign – and rules be damned when you’re having a terrific time playing a ninja cheetah.

    That said, Palladium as a set of rules does indeed suck for all the reasons you so eloquently list. I’d love to see a cleaner, more consistent, revised edition.

    The problem is that without all it’s rough edges…… I don’t think I’d love it quite so much.

  5. Palladium, Rifts, and all of those games have lasted so long not because of the system, but because of their substance. I seriously have this love-hate relationship with their games. I love reading their books. And even though I don’t play or run any Palladium games right now, I still buy some of their books. I wish Palladium would catch up to where other roleplaying games and game companies are headed now though.

    There are plenty of small companies out there making quality products.

  6. I have to agree with all of you. When a friend of mine introduced me to RIFTS several years ago, I was madly in love with the setting. Larger-than-life characters, huge mecha, magic, psionics, beings from other dimension, you name it – RIFTS has everything. But the rules are just crap. I don’t think a simple 2nd Edition will help, they need a completely new system. And they should start to produce books that don’t look like they were made 20 years ago. While everyone releases great looking books with glossy paper and full-colour illustrations Palladium still uses the same old artwork (mostly black on white of course) and matte paper. Kevin S., wake up! It’s the 21st century!

  7. Alpha Omega looks very much like RIFTS, done right – and it’s drop dead gorgeous to boot. Grab the freebie preview and you’ll see what I mean.

    I’m seriously looking forward to getting my copy in the New Year :D

  8. Wow. Tell us how you really feel? I have always wondered about Palladium games, and have a friend who raves about Rifts.

    Thanks for the inside scoop. :)

    -Michael
    Muckbeast – Game Design and Virtual Worlds
    http://www.muckbeast.com

  9. I miss Paladium(Fantasy). For all it’s flaws it’s hard to find another game where you have so much character customization and development throughout the entire spectrum of play.

    I still, for the life of me, can’t figure out why people play RIFTS, though. You either choose to dominate everything or be basically useless in comparison…..bleh.

  10. My first experience with Rifts was awesome. Totally into the setting, I though it would be cool to play a bounty hunter, so I went with the Head Hunter. After spending almost an hour making him, he died from the first attack roll in the first encounter of the first session, by an MDC hit.

    Yeah, it was awesome.

  11. Game…..set…….match

  12. Alpha Omega looks pretty darn good and has been getting a ton of press this year. I’m looking forward to picking up a copy as soon as I can.

    And I agree with those who say Palladium system games can be fun. I totally agree. You just need to have a patient group that is willing to house-rule a lot of stuff on the fly.

  13. I agree with you 150% and have brought up many of the same gripes on my own site. The funny thing about Rifts/Palladium is that the good things (character customization, the settings) are some of the best you’ll find. However, the bad parts (disorganized, unbalanced rules, low production value) is truly the worst you will find. The only exception I can think of is Dead Reign. As a stand alone game I think this is one of the best, most well organized products they have put out.
    As I’ve mentioned over at the Gazette, I have heard, from freelancers, that they are working on a “Palladium/Rifts Lite” book. Hopefully that will help alleviate some of the issues we all have with the unorganized rules. Having everything well organized in a fluff free book would be a great help. Of course this is just something I was told by a freelancer on the Palladium boards and have heard nothing more about it.

    BTW Great Post.

    Geek Gazette’s last blog post..For the Hockey Fans

  14. I haven’t actually played Dead Reign, but I’ve heard a lot of good things about it.

    As far as the Palladium/Rifts Lite book, I’m almost wondering if it is a case of too little too late. Would something like that bring back former fans who were too fed up with the system? I’m not sure. I, personally, would probably give it a try because I love the settings so much.

  15. I agree that some of the content is great, but the layout of books really needs a lot of work. Being a Robotech fan I have quite a few Palladium books as source material (though not had a chance to play it). As well as a variety of other books.

    I’ve run and played in a few TMNT games. And these were fun, though character creation took a while (but doesn’t it for most systems).

    On the power gaming side, the character I’d most like to play in Rifts is: a Psionic from Heroes Unlimited; converted to Ninjas and Superspies so they get a martial art and a body hardening power; then converted to Rifts; the end result would be a major Psionic with martial arts and an MDC body.

    I think the Palladium system could do with a going over like D&D. A core set of rules books, with each setting/supplement just the extra stuff for that setting. This would reduce the size the supplements and put all the rules in one place, making them easier to find.

    The rules need to have a nice clear layout, and the indexes need to be correct :)

    Leefe’s last blog post..Queue at Sensoji temple in Asakusa as the new year begins

  16. I never was much of a Rifts fan. The MDC overbalance was too much for me. Its much more a MinMax player’s thing. Our party minmaxer was all over playing a Glitterboy. I really enjoyed the fantasy RPG and TMNT (until the conversion book dragged the lot of them off to Rifts and called them DB’s. *grumble*), as well as Ninja’s & Superspies and Heroes Unlimited. Those games had the best character creation options for my old party. But I agree that the rules scattering was annoying.

    Nostalgia isn’t what it used to be.

    Soul Existence’s last blog post..House Rules

  17. I have been a big fan of Palladium games since the late eighties. Some of what has been stated I can marginally agree with. But when I here that people are complaining about the way the books are produced I am truly disappointed in my fellow gamer. What is wrong with a soft glossy cover for game books. I can’t count how many times I have rolled these books and used them to stress points from dialogue in a game.
    As for imbalance what are you talking about, almost every game I have ever played there is some imbalance in charaters. For instance: (D&D) Lvl 1 Fighter vs. Lvl 1 Mage (hmmm?) not much thought needed.
    So how can you possibly compare a Headhunter vs. a Glitter Boy? How about comparing OCCs that are not enhanced by mecha armor. Vagabond vs. Headhunter a little more balance perhaps. I just have to say I am disappointed to here that all these posts are so negative towards a gaming company that has lasted longer than almost any other game company and you complain because they are still using a system that has yet to let anyone (let alone the company) down.
    Again this glitterboy idea slays me. Any good game master would put the habash on glitterboys if it would ruin the balance of a game. On the other hand you could do it like my GM and make some of the first adventures a search for glitterboy armor and weapons. This gives other players a chance to advance their characters equaling the disadvantage they may have by not having MDC armor.
    Finally what other RPG has anyone played that they didn’t use their own set of house rules.

  18. #18 Chris Stevens says:
    January 21, 2009 at 8:58 pm

    Finally, someone (Mike) who likes playing Rifts. I was wondering where you were.

    I will try any game. When I first heard about D&D 4e coming out I got excited. Then as I learned a little bit about what it was going to be like, I got dissapointed. Now, after having played it several monthes I have to say that I love playing it. Is it a great game? Who knows? All I know is that after playing it, I LIKE playing it. It simply has a fun, easy-to-play system.

    Now, with Rifts, thinking about the setting – I WOULD LOVE to play it (Rifts, Palladium, Robotech, etc. etc. etc.). The whole Idea of all thoses differnet settings and character types is really, really appealing to me. I can think of many different campaign/character ideas in only a few seconds. However, after playing Rifts several times, I have been let down – several times. It just wasn’t fun to play. I’d like to say that my negative experiences were due to bad GMing, but it was the system.

    I hated playing that system. Even if I could have had great GMs to run Rifts, I still would have disliked it just because of the system. I actually don’t care that the characters are all unbalanced, a good GM fixes that with good story/plot lines.

    I like that you defend Rifts. I sincerely wish that I could too. I just don’t see that happening until Rifts has a fun, easy-to-play system.

  19. @ Mike
    I am actually very fond of the Palladium Settings, it is the poor organization that bothers me the most. Like I said in my previous comment the good things about the Palladium books are some of the best you will find. However, the bad parts are some of the worst. For a company that has been around so long you would expect there to be fewer bad parts. Now I understand that every game has people who dislike it, but in this I think Palladium is unique. Everyone wants to love Palladium, which is why they keep chugging along. The settings are fantastic, character customizations is top notch, but good luck trying to find the rules you need quickly. I’ve read all my Palladium books multiple times and still have to jump to various parts of the books to find things I need during character creation. The rules are not in any discernible order, they are a bit clunky, spread out over too many different books, and simply not organized well, which is the biggest complaint I’ve heard from every Palladium fan, including those on the Palladium boards. Well that and subpar editing, which seems a bit amateurish for a professional company that has been around for a while.
    I am a Palladium fan and will continue to buy the books. They are a joy to read and I will keep playing. I just think that it is time for an actual revision. Organize the basic rules in one core book and then release the setting specific sourcebooks, kind of like Hero system. If Palladium was a little more willing to bend to fans wishes they could easily be the top RPG publisher, they already have, IMO, the best settings.

    Geek Gazette’s last blog post..NHL All Star Game

  20. This is funny, I was just trying to remember the name of the fantasy game I played before 2e Ad&d and then saw this post. The thing that I was thinking that I really liked about the whole range of books is that they really stepped out of the Dnd terrian and opened up worlds that had been explored in lots of other art forms but (to the best of my very limited knowledge) had not been described in other RPGs. I loved the idea that I could play a ninja in a world with super heroes and that the powers that super heroes could have encompased almost everything that has ever come out of comic books, etc. If people hate this company so much, what would they recommend as a replacment for Hereos Unlimited or Ninjas & Superspies, etc?

  21. I know that Greywulf is a big fan of Mutants and Masterminds, though I personally have never played it. For whatever reason, superhero games don’t go over that well in my particular group. They tend to like dungeon crawl based games or conspiracy/mystery games.

  22. My first game played was Rifts and my first game ran was PFRP so there is a soft squishy nostalic part of my hate-blackened heart for Palladium books. However now it’s a system that would actually be IMPROVED by D20, and D20 is the biggest reason that my heart is as black as it is. I have a nostalgia fueled project that I occasionally turn to when my more gainful RPG development efforts run awry that involves me converting Rifts to Exalted’s Storyteller system, but then my nostalgia rockets run short of fuel. At this point I’d rather convert Alpha Omega to hardkore and play that.

    Helmsman’s last blog post..Understanding Exalted

  23. I agree with everything you say. I am a martial artist by trade and USE to be a big fan of the Ninjas and Superspys.

    But now, having years of experience in Chuan-Fa, Kenpo, C.Q.C., ISR Matrix, Filipino MA like Kali, Arnis, Kickboxing, Muay Thai, Boxing Judo, Brazillian Jiujitsu, Greco Roman wrestling, JKD as well as training with millitary and “private security” guys servinf over seas…I needed to re-write the entire combat rules to include grappling, groundfighting and realistic and BALANCED unarmed and armed combat.

    It simply couldn’t be fixed! It needed to be re-built from the bottom up and I am in the middle of play-testing it. They really screwed the pooch in how they published materials without ANY regard to how it would affect future or past publications.

    What they NEEDED to do is create a universal system of of how-to-create templates (like I have done for martial arts and hand to hand combat) based on some point system of some sort with defined maximums and minimums.

    Then the different contirbutors could use THAT to keep it balanced. Too many cooks in the kitchen and the head chef is probably a bit overwhelmed.

    However, all of that being said, Palladium has created a flexible system that allows a patient Game Master to rebuild the core rules however they want to create the game balance or recreate their life expereince or that of their players.

    Two options for Palladium Books. Rebuild from the bottom up, using some sort of computurized database to track and create universal limiters and rules across their entire “Megaverse” or alienate future users and annoy current fans by creating NEW material, thus compounding the problem.

    ~ D ~

  24. #24 Tourq says:
    May 6, 2009 at 10:38 pm

    You really have to wonder, are they creating more books for the fans of the game, or are they creating more books just to continue making money? Maybe they feel rebuilding the system, with having so many books out there, just isn’t viable money-wise.

  25. #25 Jeff says:
    May 8, 2009 at 6:47 pm

    Touching on the recycled artwork point: This is something Green Ronin does now, much to my chagrin. I’m only really familiar with their True20 products, but those books are rife with examples of this.

  26. #26 Graeme says:
    May 18, 2009 at 7:10 am

    It’s horribly ironic that a system that is supposedly a Universal system can be so totally disorganized and inconsistent. I think the major problem seems to be that Kevin and Mary-Ann Siembieda look like they do a majority of the editing & design and I don’t know that either know jack about it. Losing Kevin Long probably didn’t help either in the art department. Perhaps one of their biggest problems is their refusal to allow anybody to make any sort of home brew applications for any of their systems. Except for that Rifts N-Gage game, Palladium has stubbornly refused to get into digital.

    It’s a shame, because the stories and background material was awesome and really drew me in when I first got the books.

  27. samuel, you make a lot of valid points. The system is crap. the settings are phenomenal.

    however, i tend to agree with Mike’s comments about the Glitter Boy vs Headhunter. since a headhunter starts with MDC armor, a giant-sized robot of his own, and unlike a Glitterboy, the Headhunter can MOVE when firing, so it’s a pretty even match up.

    but even if it wasn’t “even” so what? why does everything have to be equal? where is the drama in that? some one pointed out a 1st level fighter vs a 1st level mage in D&D.

    Graeme, Mary-ann left Kevin and the company years ago. the whole show is all Kevin. if you want to know how he runs the company, google search “bill coffin” old bill was the best writer palladium ever had and was fired by kevin. he has some interesting things to say. i think its on RPGNET.

    also, Palladium Books has started releasing books as pdf’s for cheap on various sites for the last couple months. everything released so far has been old, out of print stuff though.

    Timothy’s last blog post..Lackluster

  28. #28 Tourq says:
    May 20, 2009 at 10:28 pm

    I think most everyone agrees:

    * Settings = Awesome

    * System = Sucks

    However, now I’d have to say that I don’t mind the imbalances with the different racial character classes. Sure, if you’re playing in a combat heavy game, then something like balance might matter. But if the GM and group want a more story-driven campaign, then R.C.C balance matters not.

  29. #29 Mike says:
    May 26, 2009 at 10:59 am

    Well…we are talking about a complex version of pretend here…so making up rules is just fine. I think anyone would be hard pressed to find a perfect set of rules for any system. I have been running Palladium and Rifts for years now. I think that story matters more than rules. If something doesn’t make sense, I change it.

    I use rules from Palladium, Eberron, D&D, etc. Currently, I am running a campaign that started in Palladium and is now on Krynn from the Dragonlance novels. I love that story, and a few of my players never read it, so I went for it and it is great. It does seem to become easy for one to make a powerful character in Palladium. I let most things go as far as character creation. I think that the players will have more fun if they play something they like.

    As far as dying on the first encounter, that’s BS. How does a GM expect a player to enjoy the game if you kill them off?…way more fun to do something to the character (Phobia, cut arm off, etc.) that they can role play. Dead is dead.

    While, the party I have currently is pretty powerful, I still find that they are doing a lot of running away. Powerful party against a dragon army still has to use wits more often than not. Part of being a GM is letting the players have fun while keeping them in check. If they think they can beat everything, put them in their place.

    I have a great group of players, and I think a lot of that has to do with the fact that we are just having fun, and they are building up their characters, not constantly making new ones. When you build a character from 1st level through 10th, it means more than just making a 10th level character from scratch.

    When you have a good group, and a good story, rules don’t really matter. As a GM, you can do what you want. If someone is going to argue rules with me, then I don’t want them playing. Again, it’s a game of pretend. No sense getting into fights over rules. And if someone is unbalancing the game by looking for power over fun, and constantly arguing rules, I find that using a fusion bomb on an SDC character fixes that problem. :-)

  30. #30 Wesley Street says:
    May 27, 2009 at 8:07 am

    Rifts/Palladium rules suck as a whole but it’s not an unplayable game if you are very specific as to what equipment is permitted in your campaign. Avoid the whole “arms race” debacle as to who can get the baddest mega-damage weapon and you should be fine.

  31. #31 Mike says:
    May 27, 2009 at 9:54 am

    Regarding the “arms race”…it shouldn’t be that big of a deal. Again, as the GM, you have to police this. I’ve been lucky to have mostly good players. Sometimes you’ll get a player that does research and finds weapons or abilities online that may not even be in any of the books. This can be good, if it is more in line with character development. I like when players take initiative and try to better their characters.

    I have an archer who is looking to expand his character by using special arrows…Poison, entangle, smoke, signal, etc. This is fine and gets them into their character. 1st level, just shooting arrows. By 8th, he should be able to do something a bit better. This is different than, “Can I have a bow that always hits a head shot and unlimited arrows?” Or give them a powerful item with a curse. Sword of Tears is powerful as hell (Dragonlance item), but it drives you mad. I have a member in the group that can raise/control the dead. But others in the group are good guys, so he is kept in check.

    It is bad when you get the power gamer/rule lawyer. Most times, I find that the players don’t know what is out there. If a player is asking for something specific that will unbalance the game, make it unavailable in game, “Nope, black market guy is fresh out of that one.” Or let him have it and see where it goes. If it gets out of hand, make ammo unavailable, or have someone take it/break it. Being the GM is wonderful thing!

    Not allowing things like letting players play as dragons, I can see. There are some spells that are a bit broken. Fleet Feet is one that I only allow in an item (3x/day) or potion. Having a wizard cast that on players and doubling their attacks per round every combat is ridiculous! Carpet of adhesion is also a powerful simple spell. Even with a saving throw made, opponent is still stuck for a bit! This forces me to be creative as a GM (Using it on a dragon? Sure, now the dragon is walking with earth stuck to his feet…and I add damage if dragon uses this in a kick attack)…also, I can be cheap with spells too. :-)

    If you have a power gamer, knocking him down to size usually works. Bigger and better weapons? I just come up with something that will challenge that particular group. If you’re running a pre-written adventure, just modify it. 5 skelbots and/or CS grunts easy. 30…not so much. If all else fails, bring in the Tarrasque. That’ll learn ‘em!

  32. #32 Clarence says:
    July 20, 2009 at 12:52 am

    You know…I hadn’t played Rifts in YEARS. I quit in ’03, but I just started back…why? They haven’t changed and the busted rules fits. I tried Unisystem but it gets really dull with the lack of actual material. D20…sucks for real. People love it, but it makes me feel like I’m being backed into a corner.

    I’m back with excitement and love. I started back in the early ’90s and I’ll tell you what, all RPG’s are messed up where rules are concerned. I love KS’s concept of NObalance because in real life there is NO balance, but what made the games so fun was the players trying to THINK on their next moves and even trying to use their numbers as a victory tool.

    “We may hate each other, but we need each other…ALOT”

    I hope that t never changes, maybe even gets that much more imbalanced because a good GM, will balance it in his own way.

  33. #33 Vesavius says:
    August 3, 2009 at 7:26 am

    To be honest, I never even made it to Rifts with Palladium… I played TMNT a lot, PFRP more, combined TMNT & PFRP in a ‘Spellsinger’ type fantasy world (worked really well), and then tried running a Heroes Unlimited 2ed campaign.

    After struggling with those restrictive clunky broken rules for 3 months, struggling to make the game work rules wise via house rulings etc, I never wanted to touch Palladium ever again.

  34. I am sorry I can not agree with you. I have never has as much fun with any roleplaying system as I have had with Palladium. Call me what ever you want but it will remain true. Let us not forget the golden rule of roleplaying. “If your not having fun your sitting at the wrong table.”

    BTW at lest Palladium dose not play the collectible card game of roleplaying. With whole new systems every year or two.

  35. I have to agree that Palladium sucks. When I first started playing RPGs 18 years ago the first game I got was TMNT, and I have a soft spot for it still, as I got more and more of the Palladium books it had great settings and what not.

    Then I started playing and getting the Rifts books and that is when the system got majorly imbalanced. At a certain point I would say when Phase World came out that the imbalanced was the point of the all the new gear. Who wants the crappy Wilk’s lazer pistol or a vibro knife in the main book when you can have a plasma pistol or rune knife that does ten times more damage.

    I still believe that Palladium’s best books had little to do with gear and richly described environment. Wyrmwood was a great example of this and to a lesser extent the Juicer Uprising too.

    My other problem with Palladium is their printing the stats of Major world leaders. It serves no point other than to take up space in book. Characters are not going to get in a fist fight with the Emperor of the Coalition States or Lord Splyncraith of Atlantis.

  36. #36 Grungydan says:
    September 6, 2009 at 3:15 pm

    The author fails at credibility, and the article fails at having a point, the instant that a direct combat comparison between a headhunter and a glitter boy is made.

    Like a lot of systems that predate or ignore d20, “balance” in Palladium games, mostly Rifts, is up to the GM. Yes, if you send a human in a raincoat with a .38 pistol up against a glitter boy, he’s going to die. No kidding? You needed to roll a die to figure that out?

    That’s why you, as a GM, would never set that encounter up. As a player, I would hope you wouldn’t be so stupid.

    “It’s unbalanced” is the lazy and/or illiterate gamer’s criticism of Rifts. Are the legitimate complaints to be made? Sure, but this isn’t one of them.

    Ridiculous.

    The following “criticisms” are equally devoid of thought. “MDC and SDC aren’t compatible.” Really? Look back up a bit, up there before I typed the word “ridiculous.” Repeat as necessary.

  37. #37 Chris Stevens says:
    September 6, 2009 at 5:34 pm

    @Grungydan

    Most people apparently don’t play up to your standards. We just pick up the game book and expect to play the game. Low and behold we didn’t know that Palladium games needed advanced planning and extreme situational encounters to ahve fun. Wow, what fun it is for the glitter boy to sit back while the headhunter goes about looking for the bad guy in the bar.

    Call me an illiterate gamer for saying that Palladium is unbalanced, and I’ll call you super-exceptional for balancing it yourself, something the developers were too lazy to do.

  38. Wow Chris, well said.

  39. #39 Grungydan says:
    September 6, 2009 at 5:45 pm

    I know, lot of gamers need their hands held by the system these days. I know some other games you shouldn’t try to play if you can’t tell by looking that those particular classes in that particular game probably shouldn’t be in the same party. ;-)

    Seriously though, it’s a simple question if sitting down at the outset and figuring out why everyone wants out of the game. In a Vampire game, are you the GM that tells an excited player that he or she can’t play a human, or are you the kind that figures out how to make it work so they can play what they want and have fun? Do you let a player in a fantasy game tak a noble title, or just tell them no?

    The system can’t do everything for you, regardless of what WotC would hve you believe. Sometimes as a GM, you might have to think. That doesn’t make the system bad.

    But be a parrot for the author if you like. I’m not stopping you.

  40. #40 Chris Stevens says:
    September 6, 2009 at 7:32 pm

    Different strokes for different folks, and
    different carrots for different parrots, I guess.

    Grungydan:
    “The system can’t do everything for you, regardless of what WotC would hve you believe. Sometimes as a GM, you might have to think. That doesn’t make the system bad.”

    I find it amusing that in your defense of Palladium, you insult gamers, instead of actually defending the game.

    I had fun with the Palladium system/games, initially. Then I saw what other games had to offer. While Palladium’s SETTINGS were definately something to be appreciated, I lost interest because that’s all they had to offer. When I experienced how other games were more balanced, with rules more clearly defined and streamlined, I just had more fun.

    I would love to play in your Palladium/Rifts game. You must be amazing. Can I bring some carrots? Cause this parrot loves dem carrots.

  41. @ Grungydan – The article is definitely my own opinion and you’re certainly entitled to yours. There are plenty of gamers out there that still enjoy Palladium RPGs. I just happen to not be one of them.

  42. It’s interesting that people claim that a game is unbalanced. As a GM you can choose who encounters what and when. Obviously if the GM wants to “win” he/she can. It really isn’t fun if the GM is trying to kill the party. The point is to have fun. As far as the rules go, really the GM has to lean all of them. The players can get by on basic shit. The SETTING is all Palladium has to offer? What else do you really need. The game gives you the world and creatures, you don’t need a heck of a lot more. If the GM can develop a story, the rules become secondary.

    I can see how the combat rules in Palladium can be a bit confusing and lengthy, but I make little tweaks here and there, and it flows better. I know some will say that you shouldn’t have to make tweaks, the core rules should be enough. Nothing is perfect. If you really like one set of rules, simply apply it to Palladium. That’s the beauty of this. It’s pretend. You can do what you want. It’s not like you are playing Monopoly and just decide to play by the rules for Candyland…if you really like rules for D&D, use them in Palladium world with the Palladium creatures.

    I am a fan of the Dragonlance novels and wanted to run a campaign with that story. I am familiar with Palladium rules and use them in Dragonlance setting. No problems. I just adjust things accordingly.

    Regarding the Glitterboy waiting outside while headhunter goes inside…it is a suit of armor, so you could take it off and go as well. Also, you need to take some things into consideration when choosing character. If everyone is human and you choose to be a Minotaur, there might be some things the minotaur is going to have to sort out that humans won’t. You should be able to have fun with your character regardless. If your Glitterboy suit is destroyed, role play it. Your character has wings, one is cut off…role play it. Don’t get pouty.

    There are some players that try to power game and that makes things a bit less fun, but it is GM’s job to put that in check. You can’t say that a whole system is broken because there are some characters that are stronger than others. D&D has a Tarasque for Christ’s sake. It is the GM’s job to not have 5 1st level humans fight it. If they go Tarasque hunting…looks like new characters folks.

    Maybe I’m “super exceptional” for balancing my palladium campaign…but again, it is the job of the GM to balance everything. I do quite a bit of planning prior to a session. I can wing it if need be, but everything flows so much better when planned. Palladium is not unbalanced. Everything has a weakness. With a good plan, raincoat guy could take down a Glitterboy.

    Basically, it is the job of the GM to make the players want to come back. If combat is slowing your game down, have less combat. Try having full sessions with no combat. If done right, it is a lot of fun. Have them solve puzzles instead of poke at things. I don’t think Grungydan was insulting players. You can’t have a system hold your hand. Make up your own rules. There are no Palladium police that are going to arrest you if you change shit around. Want to mix D&D creatures with Palladium creatures? Do it. What if the Empire attacks Rifts Earth? Cyber Knights fight with Jedi? Make Cyber Knights a form of Jedi? No limits! As long as you are having fun, it does not matter.

  43. #43 Rickroll says:
    September 8, 2009 at 12:41 am

    Mike, you gave a lot of ways to fix Palladium, ways even you use to fix it. That’s the problem. People will continue to feel the need to fix it forever, more than other games. Yes, everyone makes house rules from time to time, but Palladium needs a house rule overhaul.

    I played Rifts extensively.
    I played Heroes Unlimited extensively.
    I played Palladium Fantasy extensively.

    Then I started playing other games and OH MY GOD! I found it impossible to go back to Palladium games! It was such a pain in the ass. Why did we have to work so hard to make the game work when other games DID work?

    When we realized how much effort we were putting into making our Palladium games tolerable, it made us sick. We threw our books away and vowed never to play Palladium games again until a new edition came out. Yeah, that never happened.

    People can argue why Palladium games suck or not – forever. All that matters to me is that I will probably never play it again. It simply isn’t worth it.

  44. #44 Colin Dowling says:
    September 8, 2009 at 12:54 pm

    @Mike:

    “I can see how the combat rules in Palladium can be a bit confusing and lengthy, but I make little tweaks here and there, and it flows better. I know some will say that you shouldn’t have to make tweaks, the core rules should be enough.”

    Regardless of whether or not the DM has to make tweaks or “balance everything,” the more time spent tweaking rules or balancing a system to meet your ideal, the less time you have for developing story, encounters, and NPCs.

    “You can’t have a system hold your hand. Make up your own rules.”

    I agree that a system shouldn’t hold your hand. However, if I have to choose between a system that is going to interrupt my game in session because people can’t clearly interpret the rules or one where the rules flow smoothly and expedite combat, I know which one I will choose. The second choice leaves more time for character development, storytelling and minimizes arguments and rules debates. To me, this equals fun.

  45. What exactly is it that makes Palladium a pain in the ass? I am just curious as to more specifics than “it needs an overhaul”. D&D comes out with a new edition every day. WotC is just looking for ways to make money. I would rather have a system in place then one with new rules everywhere you turn.

    I find that problems stem from players, not systems most times. The guy that is a power gamer in Palladium, is the same guy that is the power gamer in D&D. Again, either the GM lets power guy get away with it, or he doesn’t.

    I find that the classes are pretty balanced. I have some powerful folks in my party now. One guy can meet just about every physical challenge that comes his way, fighting dragons by himself…put him up against a psychic…not good for him. The psychic in the party is quite powerful mentally (The campaign has been going on a while now)…he can’t get hit too much with pointy things.

    I like starting off simple, fighting things like goblins and running away from bigger things…and building the characters to known heroes (Think Luke in Empire vs Luke in Jedi). The thing is, a good story arc works in any system. I use the rules as guidelines, in any system. The story, is the most important aspect.

    I do not let rules get in the way of game play. I think that the GM should tweak things to meet their ideal, regardless of the system. If I find that a rule is awesome in Cyberpunk or Vampire, I am going to apply it to all other games that I run. Likewise with something that doesn’t make sense, I nix it.

    When I play games that I am unfamilier with, I let the GM walk me through things, which is what I do. My players tell me what they do and I tell them what the result is. I am not a strict GM and they are not nitpicky about the game. We understand that we are playing to have fun.

    I used to have people who read all the game books in addition to anything they could find online about a game. If you do this to better your character, that’s awesome. If you are doing it to find loopholes in the system to be a power gamer, that is the same as cheating. Those people no longer play with us and I would advise anyone else to let those players go as well. If someone is ruining the fun for other people, don’t invite them anymore.

    Arguments and debates shouldn’t happen. Just have fun. I had a player argue the physics of a trap I made up once and how it wouldn’t work. I told him well it does work, so here is the damage. I get, “Well, the path of the projectile would be interrupted by…blah blah”. I asked him, “So, let me get this straight…you are in a dungeon looking for a dragon…one that you are going to use magic to defeat…also, you are a catman assassin…a projectile is the thing you have issue with? Really?”

    There is a difference between having the game flow, and being a dick. If you are just putting monsters in there to win fights against the players…dick. If the players are supposed to lose a fight, make it so they at least have a shot at winning.

    I push the point…have fun. I have fun with Palladium as well as many other games. There is nothing in Palladium that would make me stop playing (I would like to hear some specifics as to what is SO bad). Use the core rules of a system as guidelines and do whatever you have to so all players have fun.

  46. #46 Chris Stevens says:
    September 9, 2009 at 11:24 am

    Different strokes for different folks, and
    different carrots for different parrots.

    Kudos to you and your players for having fun with Palladium. My group, unfortunately, cannot.

  47. Okay, I’ve been watching this arguement going back and forth for a while but I figured I’d weigh in again. As a gamer and GM I’m actually an opponent of meticulously balancing games and I don’t have an issue with Rifts or PFRPG being unbalanced per-se. What I do have a problem with is that Palladium’s system simply doesn’t have the ability for it’s wonderful creations to survive actual gameplay. I recall reading somewhere (I can’t remember the specific article) where KS described how to deal with “unbalanced” things like Glitter Boys. He cited choosing swampland as a terrain to make a stand against such heavy power armour, the logic being that the heavy armour will sink or not operate at full potential in such boggy terrain which would be great… if the system game actually represented this scenario in any way. Granted it’s been a while, but I don’t recall any sorts of difficult terrain rules, rules for power armour and robot vehicles interacting with that sort of terrain, and so it thus becomes up to the GM to abstract it. This is the problem with Palladium. It’s all 1d6 MDC < 3d6x10 MDC, no nuance, not mitigating factors, it’s all about damage vs armour, and while that’s nice and simple and appealing in some ways, but that’s all there is to it, and the system doesn’t offer ways to simulate logical countermeasures to this numbers-based gameplay, which is a real shame because the game it’s self has a lot of truly rich material that given the right system would be a ton of fun to play.

  48. Helmsman, thank you for pointing out something specific. I do agree that Palladium is a bit damage happy. Dragons in D&D, 300-500 HP. Dragons in Palladium are like 5,000+ SDC/HP. I’m not really looking at this as an argument…I’m not really mad about anything. Nothing I am going to to say will get people to like Palladium. What do you think needs the most tweaking? Is it the terrain rules and things like that?

    That is a shame that your group can’t play Palladium Chris. What game is your preference? Do the rules really get in the way that much? What is your main issue?

    I don’t recall any problems/arguments with players regarding core rules. If anything is called into question, we figure out a way that makes sense. This does not happen often. I have been playing for about 15 years, as a GM for most of that time. The players I have understand that it is just a game. Sometimes you have to play “the GM is always right” card. The GM should know the rules better anyway, and get the ruling…as long as it’s fair.

    What kind of issues come up most for you guys, in Palladium and other games? Just curious.

    I see what you are saying about logical countermeasures, but a lot of that is on the GM. I actually like tweaking things a bit. Makes the game your own.

  49. @Chris. What needs tweaking?
    Okay.
    Off the top of my head the attributes need to be overhauled. The only ones that have any dice relevance are PS, PP and INT. All the others could be dropped without impacting anything. What’s the point in having an attractiveness stat and charm/impress when there aren’t any social rules? There also needs to be an awareness/notice dice mechanic.

    Next there needs to task difficulty and modifier guidelines, recoil rules, rules for bypassing MDC armour (such as falling/crashing). And rules for creating, and manipulating energy, substances and people with magic and psionics. These rules don’t have to be exhaustive or overcomplicated, just consistant enough that they can encompass the large scope variance of rifts. (The variance between soldier scope, to power armour scope for example.

    Now I’ve got a few ideas how to implement these things, and I pursue them occasionally but I’m a unified mechanic sorta guy these days, and Palladium doesn’t convert easily to unified mechanics, and not a lot of my friends want to play Rifts these days, so I’ve never got around to finishing them.

  50. I don’t really take issue with the stats. I use MA for awareness…the GM that I learned the game from used that, so that’s what I always used. I actually use charm/impress occasionally. It’s good for elves, as they think highly of themselves, the guy in the party that plays the elf works that in nicely. Palladium has some basic social rules, nothing too detailed though. Spd=retarded…it allows you to run fast. I think I saw something that has it impact initiative, but I don’t use that. PE I use…also comes into play when characters get really beat up.

    I am a fan of the feats and action points, so I incorporate them into Palladium. I honestly haven’t run Rifts in a while, so I guess if there is nothing for crushing/falling, I would make it up. In the past if something came up that I didn’t know the rule for, I would make one up and then look it up. Then basically use what was best, or mix and match. The Rifter offers some good additions to the games. I have found lots of useful things in there.

    I still focus on the story more than core rules. Obviously you need the core rules, but good plot is higher on the list. I usually run epic campaigns rather than smaller adventures. I actually get carried away most of the time. I never think small scale. I see something new, and want to work it in. Then I see something else, and work it in. I know exactly where this campaign is going to end, but it may take like 3 years to get there.

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