A compendium of Questions!
Posted: Tue Apr 03, 2012 7:00 am
Okay, I've got into Palladium in quite a big way, but I'm quite new to the system - only played a few semi-games via instant messenger to get a feel for the system so far. I do have a few questions I'm still a little spotty on, so please forgive me if I ask something dumb, or with an obvious answer.
Speed, weight and PE values
This is probably the biggest area of annoyance/frustration for me. I get that you have a Lift weight and a Carry weight. A Carry weight is what your character can pick up and put on their back/shoulders, and still retain at least a shred of movement ability. Their Lift weight is "I can pick this up and hold it at waist height, but it's too heavy to walk with!".... and then you throw your PE value into things. Am I right to assume that the time you can Carry is limited by your PE, or is that only Lifting? And what are the limitations? I've read the various core books I have, and I'm having trouble getting it to stick in a memorable way.
Also, I know that if you have your maximum carry weight, you can move but only very, very slowly. Is there a convention on HOW slowly? Like... 1% of your maximum speed? And that's only when you're lugging your absolute limit around, even an ounce or two more and you'll be stuck in place. What I have trouble getting to stick is how the speed you can move at, and the amount of PE you expend (so the length of time you can hold the load) scale with various weights apart from your maximum. I would usually go with the logic that if you're carrying half your Carry weight, you're reduced to about half your usual speed, but I'm not sure how would be a nice, simple and above all quick way to work PE into the equation - for example, I know there's a set amount of time you can heft your full Lift weight for, but I can't remember what it is, and not sure how to factor in your ability to carry, say, half your full Lift weight, or any other fraction thereof
all the saves you can get
The only saves I can find in Rifts Ultimate edition are Curses (15), Disease (14), Lethal Poison (14), Non-lethal poison (16) harmful drugs (15 - does that include alcohol, or should I class that as a non-lethal poison?) Acids (none possible except dodging), insanity (12 minimum) magic (12-16) and psionics (at least 10 depending on circumstance). Are there any occasions I'm missing where you get a standard saving throw? The only other I can think of is falling/getting knocked over, which I think is something like a 14 maybe... I'm just trying to make sure of everything you could reasonably be expected to make a saving throw against
converting weapons and armour into meaningful stats
I've recently picked up a few books like "the Book of Exotic Weapons" and "Weapons, Armour and Castles of the Orient", and I noticed something weird about them.... weapons have 2 stats called Symmetry (which defines how easy the weapon is to throw accurately; since it's covered in other books I might just generally ignore that stat - some things are meant to be thrown, and some things aren't) Dexterity (how quick or well-balanced a specific weapon is) and instead of having a dice roll they have static damage values. I'm not quite sure how to go about converting those (I'll definitely need Damage, I may be able to dispense with Dexterity and Symmetry altogether) into dice rolls and stat penalties (if necessary) that work in the way presented in After the Bomb and Pantheons of the Megaverse, the 2 books I most often build characters from. Same goes for the Resistance Factors of armour to various forms of attack (since those are just lumped into "when the sword hits you, it does D6 damage however you use it") in later books. I know that a high DEX number for a weapon or an item of armour represents a very cumbersome piece of kit, and therefore should represent a penalty to either Strike/Parry/Dodge rolls, or should actually lower your Physical Prowess - not sure which one, and how to relate the specific DEX number to how much of a penalty the character suffers.
If I have other issues with the Palladium system as a whole, I'll post them all into this thread rather than make another!
Speed, weight and PE values
This is probably the biggest area of annoyance/frustration for me. I get that you have a Lift weight and a Carry weight. A Carry weight is what your character can pick up and put on their back/shoulders, and still retain at least a shred of movement ability. Their Lift weight is "I can pick this up and hold it at waist height, but it's too heavy to walk with!".... and then you throw your PE value into things. Am I right to assume that the time you can Carry is limited by your PE, or is that only Lifting? And what are the limitations? I've read the various core books I have, and I'm having trouble getting it to stick in a memorable way.
Also, I know that if you have your maximum carry weight, you can move but only very, very slowly. Is there a convention on HOW slowly? Like... 1% of your maximum speed? And that's only when you're lugging your absolute limit around, even an ounce or two more and you'll be stuck in place. What I have trouble getting to stick is how the speed you can move at, and the amount of PE you expend (so the length of time you can hold the load) scale with various weights apart from your maximum. I would usually go with the logic that if you're carrying half your Carry weight, you're reduced to about half your usual speed, but I'm not sure how would be a nice, simple and above all quick way to work PE into the equation - for example, I know there's a set amount of time you can heft your full Lift weight for, but I can't remember what it is, and not sure how to factor in your ability to carry, say, half your full Lift weight, or any other fraction thereof
all the saves you can get
The only saves I can find in Rifts Ultimate edition are Curses (15), Disease (14), Lethal Poison (14), Non-lethal poison (16) harmful drugs (15 - does that include alcohol, or should I class that as a non-lethal poison?) Acids (none possible except dodging), insanity (12 minimum) magic (12-16) and psionics (at least 10 depending on circumstance). Are there any occasions I'm missing where you get a standard saving throw? The only other I can think of is falling/getting knocked over, which I think is something like a 14 maybe... I'm just trying to make sure of everything you could reasonably be expected to make a saving throw against
converting weapons and armour into meaningful stats
I've recently picked up a few books like "the Book of Exotic Weapons" and "Weapons, Armour and Castles of the Orient", and I noticed something weird about them.... weapons have 2 stats called Symmetry (which defines how easy the weapon is to throw accurately; since it's covered in other books I might just generally ignore that stat - some things are meant to be thrown, and some things aren't) Dexterity (how quick or well-balanced a specific weapon is) and instead of having a dice roll they have static damage values. I'm not quite sure how to go about converting those (I'll definitely need Damage, I may be able to dispense with Dexterity and Symmetry altogether) into dice rolls and stat penalties (if necessary) that work in the way presented in After the Bomb and Pantheons of the Megaverse, the 2 books I most often build characters from. Same goes for the Resistance Factors of armour to various forms of attack (since those are just lumped into "when the sword hits you, it does D6 damage however you use it") in later books. I know that a high DEX number for a weapon or an item of armour represents a very cumbersome piece of kit, and therefore should represent a penalty to either Strike/Parry/Dodge rolls, or should actually lower your Physical Prowess - not sure which one, and how to relate the specific DEX number to how much of a penalty the character suffers.
If I have other issues with the Palladium system as a whole, I'll post them all into this thread rather than make another!