Rules
Modifications
New
Combat Rules
Problem: The Armor Resistance
(AR) rules of Palladium were based on the fact that an individual
covered in armor is harder to hit. Thus as characters progressed
in experience gaining more and more bonuses to hit, armor
eventually lost all meaning.
Solution: This concept of AR
will be done away with and we will try a new idea Damage
Resistance (DR) and Cover Factor (CF). Very simply, the DR is
subtracted from the damage roll unless a CF check is made. When a
CF check is made then the damage goes direct to hit-points. A
critical strike (on the roll of a natural 20) still goes direct to
hit-points as normal. The cover factor check of a full suit of
armour is made by an attacker on a natural roll of 19 or 20. The
cover factor check of a half suit of armor is made on a natural
roll of 17-20. If an opponent fails to wear a helmet, then
increase the odds of a CF check by 2. Note that in Palladium a
shield is used to "parry" and negates damage in that way and thus
does not count towards the DR.
- DR2 Cloth, Padding, or
Quilt
- DR3 Soft
Leather
- DR4 Hard
Leather
- DR5 Studded
Leather
- DR8 Chain
- DR9 Double
Mail
- DR10 Scale and Splint
Mail
- DR12 Plate and
Chain
- DR14 Full
Plate
Kendrick's Dwarvern Chain is DR 10 and a full
suit.
It also stands to reason that a
more skilled fighter may strike unprotected flesh more easily than
others. This is accomplished by a "called-shot". The fighter takes
negatives on the "to-hit" roll with the understanding that a
successful strike under those conditions always goes direct to
hit-points and may even have other effects. Since an experienced
fighter has extensive "to-hit" bonuses then it stands to reason
that they may take these shots more often and more
successfully.
To the unprotected head or
face: -8 (may stun the opponent)
To the eye, mouth or similar
organ: -10 (may stun, blind or otherwise incapacitate the
ooponent)
To an unprotected limb: -4 (may
trip or otherwise inconvenience the opponent)
To an unprotected hand or foot:
-6 (may cause opponent to drop something)
By the way these are the
called-shot modifiers I have been using all along. I have just now
written them down.
About
Second Edition
Unfortunately I belong to the swelling
ranks of individuals who have problems with Palladium Fantasy 2nd
Edition. Most of the problems of the new system come from attempts
to modify the fantasy game to match the rest of the Palladium
house rules. It is quite apparent that little effort was put into
test playing because some of the problems render game balance
non-existent. I recommend new players to pick up a used copy of
first edition (should run less than $10.00) to use concurrent with
the new volume. In this way you can take advantage of the
improvements while having access to easy solutions to the newly
created problems. One copy of the old book per gaming group should
be sufficient.
Hand
to Hand Skill
The new system uses the HTH skills
that all the other Palladium books work with. Without the
inclusion of a HTH non man at arms, wizards, mind-mages,
diabolists, etc. all fight about as well as your average Paladin.
It gets particularly bad if you throw in boxing and wrestling.
Sure there is a difference between HTH basic and say HTH Martial
arts, but it is not enough. Under the new system there is no
reason to play a class other than a magic using one. In my game I
use the old HTH skills from first edition, but a nice compromise
is just to include HTH non man at arms amongst the second edition
HTH skills.
Mind
Mages
Wow. Are these guys unbalanced or
what? I am having some major problems in my game with this one.
Second Edition Mind Mages do not fall far short of godhood. My
advice so far is to drop the Super Psionic powers entirely and do
not give the requisite number of powers to the character when they
begin. Cut the number in half and reduce the number per level.
What the hell do you do with a mind mage with HTH Basic and
Pyrokenisis? More on this when I have a definitive
solution.
Upon
the Changing of Character Class
This is actually a long term problem
that existed in first edition too. I believe that Palladium was
originally intended for characters to max out at around 5th or 6th
level. Suddenly after one of these levels it becomes cheaper to
switch classes than to advance. Number crunching players (myself
included) have taken advantage of this fact and created incredibly
abusive power mongering characters, while others loyally toiled
along in their original classes indefinitely.
Sorry, but in order to prevent the
incredible abuses of this ruling there is an experience point
penalty imposed on all characters who undertake this arduous task.
The justification is that a character is class represents an
entire way of life. To change direction in midstream requires a
serious amount of retraining and general hard work, thus the
penalty which is intended to depict this. Note that after the
intention to change is announced by the player, all character
skills and abilities are frozen at their current status. The
character must purchase or otherwise acquire appropriate training
before any new experience may be gained. While undergoing this
training the penalty must be bought off, at which time the
character gains 1st level in the new profession and has forever
forsaken the old profession.
Man at Arms changing to Man of
Magic................8500 pts
Man of Magic changing to Man at
Arms................7000 pts
Clergy to Man at
Arms...................................6000 pts
Clergy to Man of
Magic..................................6000 pts
Man at Arms to
Clergy...................................6000 pts
Man of Magic to
Clergy..................................8500 pts
Furthermore there is an across the
board modification to the experience points charts to every class.
The exp amount that is required to go between every level
increment past 6th becomes the same a that between 5th and 6th.
This makes it cost effective to stay in a profession rather than
change. Frankly, I find it easier to cope with a 9th level Ranger
than a 5th level Ranger, 4th level Thief, 3rd level druid which
costs less experience to build.
Note that a change from clergy to
another profession may result in the stripping of the character of
his god given powers. Likewise a character must in some way prove
intense devotion to the god if he or she intends to change
profession to the clergy.
A
Revised Skill System
Palladium's skill system is rather
limiting. Most new Rangers are exact replicas of the last one.
This is because you get a bunch of skills when you decide upon a
class, and then every skill goes up one level when you do. In
order to facilitate more creativity when designing a character, I
have come up with the following abuses.
When designing a character you get
first level in the listed OCC skills automatically at no cost.
Then you are given an additional number of skill points equivalent
to the character's IQ. Every new level you are given a number of
skill points equal to 1/2 your IQ rounding up. A point buys 1
level in a skill of your choice from my extended list below.
Primary and secondary skills effectively cease to
exist.
- If you purchase a new skill in which
you get OCC % bonus, don't forget it.
- You may buy more than one level in a
skill within the bounds of your IQ limits.
- Some skills are restricted to certain
classes, GM approval is needed otherwise.
- HTH skill may not be increased in
this way. It increases 1 level every time the character advances
just as before. Magic combat the same. You may, however, purchase
up weapon skills.
- Skill levels may also by increased
through training. Approximately 1 month of intense training in a
particular skill bequeaths 1 skill point. One month of non-intense
training (in a character's spare time) may upon GM discretion
grant 1/2 a skill point. In most circumstances a teacher is
required.
A
Revised Skill List
.........Please
email any new ideas!
Artistic
- Dance
[30+5%]
- Painting
[20+5%]
- Play Instrument
[25+5%]
- Scribe [25+5%]
(Illuminated manuscripts)
- Sculpting
[20+4%]
- Sing
[30+5%]
- Whittling
[35+6%]
- Writing
[20+5%]
- Bard [20+5%]
Craftsman
- Administration
[30+5%]
- Animal Husbandry
[35+5%]
- Boat Building [25+5%]
- Bowyer/Fletcher
[35+5%]
- Brewer/Vintner [30+6%]
- Carpentry [25+5%]
- Cartographer [25+5%]
- Cartwright [30+4%]
- Chiurgery [20+4%] (R:
Clerics and Healers)
- Cooking
[30+5%]
- Domestic [30+7%]
(cook, sew, clean, limited first aid, preserve food,
etc.)
- Engineer [25+4%]
(Architectural or Mechanical)
- Farming [30+6%]
- Fishing [35+6%]
- General Repair [35+5%]
- Glassworker [25+5%]
- Jeweler [25+4%]
- Leatherworking [30+5%]
- Locksmith [25+5%]
- Lore: Metallurgy
[25+4%] (R: Smith skill also or Dwarves)
- Mason [25+5%]
- Mining [30+5%]
- Navigator (Land or Sea)
[30+5%]
- Pharmacy [30+4%]
- Pottery [30+6%]
- Sailing
[30/20+5%]
- Scribe [30+5%]
(Practical penmanship)
- Ship Building [20+4%]
- Smithy [30+5%]
- Tailor [30+5%]
- Weaponsmithing [20+4%]
(R: Must also have smithy at equvalent level)
- Weaver [30+5%]
Entertainer
- Acrobatics [30+5%]
- Actor
[30+5%]
- Bunko [40+6%]
- Comic [25+5%]
- Escape Artist [25+4%]
- Fortune Teller
[40+5%]
- Imitate Voices [30+5%]
- Jester [15+5%]
- Juggler [30+5%]
- Musician [30+5%] (Pick
an instrument)
- Oration
[30+5%]
- Sleight of Hand
[25+4%]
- Sing [30+5%]
Mental
- Alertness [30+5%]
- Fasting [30+5%] (R:
Clerics and Monks only.)
- Imitate Voices [30+5%]
- Meditation [20+5%] (R:
Clerics, Monks, and Mindmages only.)
- Spot Hidden [30+5%]
Merchant
- Appraisal [30+5%]
- Haggle [30+5%]
- Merchant [30+5%] (Pick
Specialty)
- Military
- Intelligence [30+4%]
(R: Soldier, Mercenary, and Knight)
- Ettiquette, Military
[35+5%]
- First Aid
[40+5%]
- Interrogation [20+5%]
- Lore: Heraldic [20+5%]
(R: Knight, Paladin, and Noble only.)
- Lore: Military [30+5%]
(R: Soldier, Mercenary, Knight and Noble)
- Strategy [30+4%] (R:
Soldier, Mercenary, Knight and Noble)
- Tactics [30+4%] (R:
Soldier, Mercenary, Knight and Noble)
- Forced march [30+5%]
(R: Soldier and Mercenary only)
Mystical
- Decipher Circle (R:
Appropriate magic using class)
- Dowsing [20+5%]
(DGR)
- Geomancy [25+5%]
(DGR)
- Lore: Alchemy [10+3%]
(R: NPCs)
- Lore: Astrology
[20+4%] (DGR)
- Lore: Magic [25+5%]
- Lore: Mystic Symbology
[20+4%] (R: Appropriate magic using class)
-
Outdoors
- Animal Husbandry
[35+5%]
- Camouflage
[20+5%]
- Direction Sense
[30+4%]
- Falconry [30+5%] (R:
Rangers, Druids, and Nobles)
- First Aid
[40+5%]
- Herbalist [30+5%]
- Horsemanship: Exotic
[20+5%]
- Horsemanship: General
[35+5%]
- Horsemanship: Knight
[30+5%] (R: Knight)
- Horsemanship: Paladin
[45+5%] (R: Paladin)
- Horsemanship: Trick Riding
[20+5%] (DGR, purchase at level equivalent)
- Hunter [30+5%]
- Language: Secret Signs Ranger
[30+5%] (R: Ranger)
- Lore: Animal [30+5%]
- Lore: Botany [25+5%]
- Spot Traps [30+5%] (R:
Ranger & Druid)
- Stealth [30+5%]
- Survival: Arctic
[30+5%]
- Survival: Desert
[30+5%]
- Survival: Jungle
[30+5%]
- Survival: Mountainous
[30+5%]
- Survival: Plains
[30+5%]
- Survival: Swamplands
[30+5%]
- Survival: Underground
[30+5%]
- Survival: Woodland
[30+5%]
- Tracking [30+5%]
- Trapping [30+5%]
- Weathersense [10+5%]
(R: Ranger, Druid, & Warlock)
Physical
- Acrobatics [30+5%] (R:
Thief, Assassin or DGR)
- Climb [30+6%]
- Running [35+6%]
- Sports [40+5%] (Pick
one)
- Swimming [30+5%]
Rogue
- Begging [40+5%]
- Blindfighting [20+5%]
- Bribery [30+5%]
- Disguise [25+5%]
- Escape Artist [25+4%]
- Fast Talk [30+5%]
- Forgery [20+5%]
- Gambling [24+4%]
- Impersonation [16+4%]
- Interrogation [20+5%]
- Intrusion [30+5%]
- Language: Thieves Cant
[30+5%] (R: Thief or DGR)
- Literacy:Graphitti:
[30+5%] (R: Thief or DGR)
- Lore: Poisons [20+4%]
(R: Witch, Assassin, or Noble)
- Pick Pocket [25+5%]
(R: Thief only)
- Poison Use [20+5%]
- Shadowing [20+5%] (R:
Thief or Assassin)
- Sleight of Hand
[25+4%]
- Smuggling [30+5%]
- Spot Hidden
[30+5%]
- Spot Traps
[25+5%]
- Stealth [30+5%]
- Streetwise [35+6%]
- Survival: City [30+5%]
Scholar
- Appraisal: Historical Artifact
[30+5%]
- Archaelogy [20+5%]
- Cryptography
[20+4%]
- Debate [30+5%]
- Language, Human, Northern
[40+5%]
- Language, Human, Southern
[40+5%]
- Language, Human, Western
[40+5%]
- Language: Dwarven, Ancient
[30+4%] (R: Dwarves only)
- Language: Dwarven, Modern
[40+5%]
- Language: Elven, Ancient
[30+4%]
- Language: Elven, Modern
[40+5%]
- Language: Faerie
[30+5%] (R: Elves or DGR)
- Language: Gobbeley
[40+5%]
- Language: Human, Ancient
Western [30+4%]
- Language: Human, Eastern
[40+5%]
- Language: Secret Signs Ogham
[30+5%] (R: Druids)
- Language: Troll
[40+5%]
- Language: Wolfen
[40+5%]
- Literacy: [30+5%]
- Lore: Bardic [30+5%]
- Lore: Botany [25+5%]
- Lore: Demonology
[20+4%] (R: Summoners, Clerics, or DGR)
- Lore: Fairy [20+4%]
(R: Rangers, Druids, Elves, or DGR)
- Lore: Folklore [30+5%]
- Lore: Foriegn Culture
[30+5%]
- Lore: Geology [25+5%]
- Lore: Heraldic
[30+5%]
- Lore: History [30+5%]
- Lore: Legal
[25+4%]
- Lore: Linguistics
[20+4%]
- Lore: Mathematics
[45+5%]
- Lore: Religious
[30+5%]
- Lore: Zoology [30+5%]
- Research [40+5%] (R:
Scholar, Monk, and NPCs only.)
Social
- Diplomacy [25+5%]
- Etiquette [30+5%] (R:
Appropriate social standing or DGR)
- Intimidate [30+5%]
- Leadership [25+5%]
- Oration
[30+5%]
- Politics
[30+5%]
An
Alphabetic Revised Skill List
Please
email any new ideas!
- Acrobatics [30+5%] (R:
Thief, Assassin or DGR)
- Actor
[30+5%]
- Administration [30+5%]
- Animal Husbandry
[35+5%]
- Alertness [30+5%]
- Appraisal [30+5%]
- Appraisal: Historical Artifact
[30+5%]
- Archaelogy
[20+5%]
- Bard
[20+5%]
- Begging [40+5%]
- Blindfighting [20+5%]
- Boat Building [25+5%]
- Bowyer/Fletcher
[35+5%]
- Brewer/Vintner [30+6%]
- Bribery [30+5%]
- Bunko [40+6%]
- Camouflage [20+5%]
- Carpentry [25+5%]
- Cartographer [25+5%]
- Cartwright [30+4%]
- Chiurgery [20+4%] (R:
Clerics and Healers)
- Climb [30+6%]
- Comic [25+5%]
- Cooking
[30+5%]
- Cryptography
[20+4%]
- Dance
[30+5%]
- Debate
[30+5%]
- Decipher Circle [see class
description] (R: Appropriate magic using class)
- Direction Sense
[30+4%]
- Disguise [25+5%]
- Fast Talk [30+5%]
- Forgery [20+5%]
- Diplomacy [25+5%]
- Domestic [30+7%]
(cook, sew, clean, limited first aid, preserve food, etc.) Dowsing
[20+5%] (DGR)
- Engineer [25+4%]
(Architectural or Mechanical)
- Escape Artist [20+4%]
- Etiquette [30+5%] (R:
Appropriate social standing or DGR)
- Ettiquette, Military
[35+5%]
- Falconry [30+5%] (R:
Rangers, Druids, and Nobles)
- Farming [30+6%]
- Fasting [30+5%] (R:
Clerics and Monks only.)
- First Aid [40+5%]
- Fishing [35+6%]
- Forced march [30+5%]
(R: Soldier and Mercenary only)
- Fortune Teller [40+5%]
- Gambling [24+4%]
- Geomancy [25+5%] (DGR)
- General Repair [35+5%]
- Glassworker [25+5%]
- Haggle [30+5%]
- Herbalist [30+5%]
- Horsemanship: Exotic
[20+5%]
- Horsemanship: General
[35+5%]
- Horsemanship: Knight
[30+5%] (R: Knight)
- Horsemanship: Paladin
[45+5%] (R: Paladin)
- Horsemanship: Trick Riding
[20+5%] (DGR, purchase at level equivalent)
- Hunter [30+5%]
- Imitate Voices [30+5%]
- Impersonation [16+4%]
- Intelligence [30+4%]
(R: Soldier, Mercenary, and Knight)
- Intimidate [30+5%]
- Intrusion [30+5%]
- Interrogation [20+5%]
- Jester [15+5%]
- Jeweler [25+4%]
- Juggler
[30+5%]
- Language, Human, Northern
[40+5%]
- Language, Human, Southern
[40+5%]
- Language, Human, Western
[40+5%]
- Language: Dwarven, Ancient
[30+4%] (R: Dwarves only)
- Language: Dwarven, Modern
[40+5%]
- Language: Elven, Ancient
[30+4%]
- Language: Elven, Modern
[40+5%]
- Language: Faerie
[30+5%] (R: Elves or DGR)
- Language: Gobbeley
[40+5%]
- Language: Human, Ancient
Western [30+4%]
- Language: Human, Eastern
[40+5%]
- Language: Secret Signs Ogham
[30+5%] (R: Druids)
- Language: Secret Signs Ranger
[30+5%] (R: Ranger)
- Language: Thieves Cant
[30+5%] (R: Thief or DGR)
- Language: Troll
[40+5%]
- Language: Wolfen
[40+5%]
- Law [25+4%]
- Leadership [25+5%]
- Leatherworking [30+5%]
- Literacy: Choose one
[30+5%]
- Literacy:Graphitti:
[30+5%] (R: Thief or DGR)
- Locksmith [25+5%]
- Lore: Alchemy [10+3%]
(R: NPCs)
- Lore: Animal [30+5%]
- Lore: Astrology
[20+4%] (DGR)
- Lore: Bardic [30+5%]
- Lore: Botany
[25+5%]
- Lore: Demonology
[20+4%] (R: Summoners, Clerics, or DGR)
- Lore: Fairy [20+4%]
(R: Rangers, Druids, Elves, or DGR)
- Lore: Folklore [30+5%]
- Lore: Foriegn Culture
[30+5%]
- Lore: Geology [25+5%]
- Lore: Heraldic [20+5%]
(R: Knight, Paladin, and Noble only.)
- Lore: History [30+5%]
- Lore: Legal [25+4%]
- Lore: Linguistics
[20+4%]
- Lore: Poisons [20+4%]
(R: Witch, Assassin, or Noble)
- Lore: Magic [25+5%]
- Lore: Mathematics
[45+5%]
- Lore: Metallurgy
[25+4%] (R: Smith skill also or Dwarves)
- Lore: Military [30+5%]
(R: Soldier, Mercenary, Knight and Noble)
- Lore: Mystic Symbology
[20+4%] (R: Appropriate magic using class)
- Lore: Religious
[30+5%]
- Lore: Zoology [30+5%]
- Mason [25+5%]
- Meditation [20+5%] (R:
Clerics, Monks, and Mindmages only.)
- Merchant [30+5%] (Pick
Specialty)
- Mining [30+5%]
- Musician [30+5%] (Pick
an instrument)
- Navigator (Land or Sea)
[30+5%]
- Oration
[30+5%]
- Painting
[20+5%]
- Pharmacy [30+4%]
- Pick Pocket [25+5%]
(R: Thief only)
- Play Instrument
[25+5%]
- Poison Use
[20+5%]
- Politics
[30+5%]
- Pottery
[30+6%]
- Research [40+5%] (R:
Scholar, Monk, and NPCs only.)
- Running [35+6%]
- Sailing
[30/20+5%]
- Sculpting [20+4%]
- Scribe [30+5%]
(Practical penmanship)
- Scribe [25+5%]
(Illuminated manuscripts)
- Shadowing [20+5%] (R:
Thief or Assassin)
- Ship Building [20+4%]
- Sing [30+5%]
- Sleight of Hand
[25+4%]
- Smithy
[30+5%]
- Smuggling [30+5%]
- Sports [40+5%] (Pick
one)
- Spot Hidden [30+5%]
- Spot Traps: Outdoors
[30+5%] (R: Ranger & Druid)
- Spot Traps Indoors
[30+5%] (R: Thief & Assassin)
- Stealth [30+5%]
- Strategy [30+4%] (R:
Soldier, Mercenary, Knight and Noble)
- Streetwise [35+6%]
- Survival: Arctic
[30+5%]
- Survival: City [30+5%]
- Survival: Desert
[30+5%]
- Survival: Jungle
[30+5%]
- Survival: Mountainous
[30+5%]
- Survival: Plains
[30+5%]
- Survival: Swamplands
[30+5%]
- Survival: Underground
[30+5%]
- Survival: Woodland
[30+5%]
- Swimming [30+5%]
- Tactics [30+4%] (R:
Soldier, Mercenary, Knight and Noble)
- Tailor [30+5%]
- Tracking [30+5%]
- Trapping [30+5%]
- Weaponsmithing [20+4%]
(R: Must also have smithy at equvalent level)
- Weathersense [10+5%]
(R: Ranger, Druid, & Warlock)
- Weaver [30+5%]
- Whittling
[35+6%]
- Writing
[20+5%]
....
....................