keir451 wrote:A major house rule I employ is to use the D&D 3.0 experience table for all O.C.C.s, that way I don't have to look through each book for that specific exp. table. This allows for rapid early advancement, but slower advancement at higher levels.
This is interesting in that is provides uniformity, but many of the classes, I think anyway, were partially balanced, as much as anything in Palladium has been balanced, by being given bigger XP tables. I certainly wouldn't mind taking a Dragon Hatchling under these circumstances.
keir451 wrote:I also run the CS Army more like our Army in it's training standards and capabilities, which helps the players to understand how the CS won vs Tolkeen.
I am interested in how solely considering the CS Army to have received 20th/21st Century USA Army-style training and capabilities would have had any effect on the outcome of the war. The CS Army as stated in the game has capabilities that the USA Army does not; were the millions of armor suits, mecha, air vessels, and robots removed in favor of lesser 20th/21st Century USA Army-style training and capabilities?
Also, are you describing this for the war as presented in the Siege on Tolkeen series? I ask this because SoT was a mass of contradictions built on implausibilities for all factions.
Or was this under your own personal variant of the war where you rearranged things to make Tolkeen's defeat and the CS's victory reasonable (as opposed to just being confusing)?
keir451 wrote:I also change the "name" of the power sources from nuclear to fusion, this way we solve the question of the 20yr life span; the fusion plant will run for 20yrs before exhausting its hydrogen supplies, but once it's hydrogen is "dry" one can just add water (2 Hydrogen atoms for every Oxygen
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) and the system seperates the hydrogen on its own and we're back in bussiness.
It would be deuterium and possibly tritium too. Electrolysis by itself would take quite a while to get a decent amount of deuterium and I don't think it would produce tritium.
keir451 wrote:A fun house rule that I use on psychics w/ telemechanics or object read is saving throws everytime they encounter things that are truly ancient (millions or even billions of years old), even if they save they get nose bleeds from the slight (or major) aneurisms, if they fail they pass out or even go into a coma, depending on my 'generosity' at the moment, i.e; random dice roll and how badly they failed their save vs psionics roll.
As much as I hate telemechanics as a constantly game-breaking power, I don't think I would do that to players without giving a giant warning, such as, "When you use your power, the psychic flows of information swarm back into your mind, overloading you with incomprehensible information, it's becoming painful, what do you do?"
keir451 wrote:Finally, I allow for nuclear weapons to be able to kill vampires and vampire intelligences.
Does this include nuclear-tipped LRM missiles per the chart? Would the explosion kill all vampires in the AoE?
Although one hasn't been written up for Rifts that I have seen, the technology could exist to maintain stabilized Californium, where it's half-life had been suppressed by a damper. A 20mm round of Californium has been estimated to produce a small nuclear explosion on impact alone if shot out of a cannon. Would that also kill vampires?