Looking for rules...

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salva72

Looking for rules...

Unread post by salva72 »

Ok excuse me if it's a silly question, but where are all the rules to play Rifts?
Well it looks like to me that in the basic Rifts rpg a lot of things are left too vague, for example range modifications for weapons, difficulty modifiers for various skills, some more rules about magic and his effects.
Just to understand, the game covers all this things or are left to master house rules?
Thanks in advance
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sHaka
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Re: Looking for rules...

Unread post by sHaka »

salva72 wrote:Ok excuse me if it's a silly question, but where are all the rules to play Rifts?
Well it looks like to me that in the basic Rifts rpg a lot of things are left too vague, for example range modifications for weapons, difficulty modifiers for various skills, some more rules about magic and his effects.
Just to understand, the game covers all this things or are left to master house rules?
Thanks in advance


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Unread post by Shiva7 »

It's not called master house rules...

Palladium likes leeaving things to GM's Discretion. This means that the GM can decide what the exact range modifier is, or just what level of difficulty the task is and the apropriate penalty.

They have guidelines found throught various books covering almost everything, but if you want an actual list for ranged combat modfiers, buy Cyberpunk 2020 and modify the list they have.

Consider this, if Palladium made extremely rigid rules, then there would be just a much complaining about how inaccurate the rules are as there is now for the lack of specific rules. You can't satisfy everyone, so I think B was pretty smart in giving GM's a lot of freedom. If you get lots of books and look closely, yo'll find suggested rules for almost everything.
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salva72

Unread post by salva72 »

Ok I think I have understood.
Just to know in your opinion which palladium books are necessary to have a sufficient amount of material for a Rift campaign based about North American mercenries?
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Unread post by MADMANMIKE »

..Thus far, the Main book, Game Master Guide, Book of Magic (if there will be magic characters, otherwise the mainbooks magic should suffice for NPC's) and in your case Rifts Mercenaries would be the bare minimum.

..The majority of the World Books have information that rounds out North America. Canada is recommended (the book, not the country :D ) if you want to expand on the classic Mercenary class, the Headhunter. IF you're new to RPG's, then you probably would like to have some more of the books based in America, otherwise you can wing it just fine.

..North America based books:

•Rifts Sourcebooks 1, 2 & 4, & Rifts Mercenaries
•Rifts Worldbooks 1, 10, 11, 12, 13, 14, 15, 16, 20, 22 & 23.
•Coalition Wars: Siege on Tolkeen books 1-6
•Adventure Sourcebooks 1-4
•Rifts Index Vol. 1 & 2
•Rifts Game Master Screens & Adventures (out of print)

..Books mostly dealing with North America:

•Rifts Adventure Guide
•Rifts: Aftermath
•Rifts Worldbook 2: Atlantis (not really in NA, but the monsters can be found on the east and southern coasts, as well as the great lakes, so a worthy buy)

..And books of general interest, not Geographically specific:

•Rifts Conversion book 1
•Rifts Conversion book 2 (out of print)
•Rifts Dark Conversions
•Rifts Bionics Sourcebook

-Mike >8]
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Unread post by Display-Name-Alpha »

I find more rules I like in the rifter than in the core books.

Like, modern combat... nix that core rule and use the Modern Combat rules that have like "hth forms" persay for ranged combat.
salva72

Unread post by salva72 »

Well, thanks for the nice welcome, I have found the base book and mercenaries, for the other books I'll search on internet, thanks for all guys!
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