rrank5377 wrote:I have two questions for you all. This is really more related to the Palladium Megaversal System versus specifically for Rifts.
First, the base saving through versus Spell magic seems pretty wishy-washy. I'm using the Ultimate Edition and all that I'm seeing is "12-16 based on caster power level" or something to that effect. That's hardly precise. Can anyone direct me to something with a more decisive description? Maybe when is it 12 or 13, 14, etc...
It depends on the caster in question. All save vs's magics start at 12 for level 1 characters. Spell strength then progresses according to each individual class's notations. there is no rule for all classes as to how fast it goes up. Some supplementary OCC's, alas, lack any note of spell strength progression, in which case the
usual default is to have them progress the same as the ley line walker (the "default" mage class).
Ritual magic inherently takes time, but the base save is always 16 before spell strength, thus making rituals harder to resist.
spells that inflict curses have a base save of 15 before spell strength.
There are other odd variants here and there with some spells simply having innate penalties to save against.
Second question: how do you run attacks per Melee? Let's say I have someone with 4 attacks per Melee facing someone else with 7 attacks. Does the person with the 4 attacks get their actions first, last or scattered? Example (forgive the misuse of the "code" flag, it's the easiest way to create a table that I could quickly see):
Offically what happens is that the two go back and fourth for the first 4 rounds, then the guy with 7 attacks per melee takes the remaining 3 in a row. This applys no matter how many attacks over the opponent you have. if it's 20 vs 4, they trade for the first 4 attacks then take all remaining 16 in a row.
Charts like the one you made are not an uncommon houserule, but are just that, houserules.