Re: Scholars and Adventurers
Posted: Mon Sep 07, 2009 8:44 pm
Basing it more on skills than combat is usually necessary in a case like that, whrere the focus is on solving problems.
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Aequitas wrote:Let's say you had to run a game using players that had all picked Rogue Scientists, (emphasis on Science rather than Mechanics) Rogue Scholars, Vagabonds and Hacker City Rats? How do you balance the whole adventure so that each character contributes? Are there any advantages to a combat-light game of Rifts?
Aequitas wrote:Let's say you had to run a game using players that had all picked Rogue Scientists, (emphasis on Science rather than Mechanics) Rogue Scholars, Vagabonds and Hacker City Rats? How do you balance the whole adventure so that each character contributes? Are there any advantages to a combat-light game of Rifts?