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After the Bomb -> new "TMNT"?
Posted: Mon Mar 20, 2006 5:11 pm
by Steve Dubya
So this was a new discovery for me - there is a newish After the Bomb? Is this owing to the fact that TMNT isn't around anymore? Is the book worth getting if one already has most of the older TMNT stuff (like, are there more updated animals/Bio-E stuff)?
What makes it any different from the original premise of ATB? Or is it just a "do over" like RUE?
Posted: Mon Mar 20, 2006 5:15 pm
by sinestus
new version has:
notably different education system... (very good IMO)
more mutant freaks
and alot more fluff explainations.
Posted: Mon Mar 20, 2006 5:18 pm
by Steve Dubya
Does it have more a more mutanty (like, actual deformations or other such craziness) feel to it, or does it just cover a wider variety of animules? Or do they have crazier powers (please please PLEASE tell me they dropped the horrific TMNT psionic system...)?
Posted: Mon Mar 20, 2006 5:24 pm
by Library Ogre
Actually, they substantially expanded the TMNT psionic system, and provided a lot more animals.
I do not like how they handled birds... I like it's confusingly worded. But it's generally an improved system.
Posted: Mon Mar 20, 2006 5:31 pm
by Sentinel
I definitely recommend AtB-2.
Posted: Mon Mar 20, 2006 5:32 pm
by Steve Dubya
Did they go with a more easily integrated ISP style psionic or stick with the hideous creation that was the original TMNT psi system?
Oy, it gives me headaches just thinking about it... You can have any number of powers (as long as you want to pay the cost) that you can use whenever you want... As long as you only use one at a time... Ouch. I need an advil...
Posted: Mon Mar 20, 2006 5:34 pm
by Glistam
You'll still need that anvil with ATB-2, but if I remember right there is an option to use standard psionics.
Posted: Mon Mar 20, 2006 5:39 pm
by Steve Dubya
You'll still need that anvil with ATB-2, but if I remember right there is an option to use standard psionics.
Good Lord!! Why why WHY would you want to hang onto that system!?! It made me mad as heck when I was playing - the fact that someone went to the trouble of re-doing the setting and KEPT it makes about as much sense as the original Turtles' stats (for those unfamiliar with the old system: the rules used to generate actual characters would not have worked to make the Turtles' as written in the book - they bent the CRAP out of the rules that day...).
Posted: Mon Mar 20, 2006 6:11 pm
by Jefffar
Also of course there is the removal of intellectual properties relating to the TMNT.
On a more serious note, i really rather like the new skill systema nd think I might adapt it to the rest of Palladium's games.
Posted: Mon Mar 20, 2006 6:37 pm
by The Baron of chaos
Just buy it! Is a dman good book by itself, with lot of good new stuff. The Vestigial traits are just one of a plenty of damn good add on!! If you like TMNT and other strangeness
YOU'LL LOVE ATB2 ! Believe me
look in my eyes
BUyitBuyitbuyitbuyitbuyitbuyitbuyitbuyit
Posted: Mon Mar 20, 2006 6:41 pm
by Jefffar
*secretly switches the Baron to de-caf*
Posted: Mon Mar 20, 2006 6:45 pm
by Marrowlight
Jefffar wrote:*secretly switches the Baron to de-caf*
Won't help man, it is already in his blood forever. His heart pumps caffeine.
Posted: Mon Mar 20, 2006 11:57 pm
by Tinker Dragoon
You know wrote:You'll still need that anvil with ATB-2, but if I remember right there is an option to use standard psionics.
Good Lord!! Why why WHY would you want to hang onto that system!?!
Apparently it was deemed an integral part of the game.
It made me mad as heck when I was playing - the fact that someone went to the trouble of re-doing the setting and KEPT it makes about as much sense as the original Turtles' stats (for those unfamiliar with the old system: the rules used to generate actual characters would not have worked to make the Turtles' as written in the book - they bent the CRAP out of the rules that day...).
If you think the Turtles were bad, you should see The Spider.
Posted: Tue Mar 21, 2006 7:14 am
by The Baron of chaos
EHHH actualy not just coffe run in my vein but pure chaos!!! I'm feeling like i0'v e abttaery attached to my brain!!
Posted: Tue Mar 21, 2006 12:37 pm
by Steve Dubya
If you think the Turtles were bad, you should see The Spider
See, that alone is giving me pause. More badly engineered characters? I mean, c'mon. You go to all this trouble to map out how to use Bio-E to change the animals (i.e., give it some semblance of balance) and then the NPCs are just blatant violations of that.
Which reminds me - I'll have to start another thread about that topic...
Posted: Tue Mar 21, 2006 12:43 pm
by Marrowlight
You know wrote:If you think the Turtles were bad, you should see The Spider
See, that alone is giving me pause. More badly engineered characters? I mean, c'mon. You go to all this trouble to map out how to use Bio-E to change the animals (i.e., give it some semblance of balance) and then the NPCs are just blatant violations of that.
Which reminds me - I'll have to start another thread about that topic...
But that's what makes NPCs fun. GM's get bored otherwise if all their characters have to actually be touchable by the PCs.
Posted: Tue Mar 21, 2006 12:53 pm
by Steve Dubya
But that's what makes NPCs fun. GM's get bored otherwise if all their characters have to actually be touchable by the PCs
I don't know if it is a stat issue with the Spider (don't really have any idea), I was talking more in terms of the size of the Turtles and their capablities (speech, hands, etc.) vs. hw much Bio-E it woul dbe required to actually pull that off for a PC to make a "duplicate" of the character (and it was nowhere near close). The Turtles stats actually weren't too bad, it waas the fact that they totally ignored the actual creation portion and just assigned the size randomly apparenbtly.
Posted: Tue Mar 21, 2006 2:00 pm
by The Baron of chaos
Guy you've to remember that NPC DON'T have to follow creation rules too striclty, in no RPG it had to be. Expecially conversions(hope we can still use the word in the boards). Is near to be impossible converting a fictional character without bending rules, in any RPG you can think. That said Palladium is one of those that never push things too far and is in limit of decency
Posted: Tue Mar 21, 2006 3:16 pm
by Library Ogre
The Baron of chaos wrote:Guy you've to remember that NPC DON'T have to follow creation rules too striclty, in no RPG it had to be. Expecially conversions(hope we can still use the word in the boards). Is near to be impossible converting a fictional character without bending rules, in any RPG you can think. That said Palladium is one of those that never push things too far and is in limit of decency
I disagree, Baron. When you're designing a game based around a property (like a comic book), I think one of your responsibilities is to allow people to play characters from the property... which means the character creation system should be able to create them with DM fudging.
Posted: Tue Mar 21, 2006 4:11 pm
by Steve Dubya
None of the powers are particularily powerful enough to throw game balance out much
Hello, Bio-manipulation on demand... Sure, it is expensive, but not having seen the rest of the new ATB, I'm sure that the Bio-E's have been adjusted up so that you can have more juiced mutants.
Which brings up bad businesses - Juicer weasels and octopi. The weasels for the Enhanced Metabolism and the octopi for the Multi-Limb coordination (I have one o' them as we speak - he likes "paierd" revolvers; one pair per arm set...) - Good heavens, the attacks per round...
Posted: Tue Mar 21, 2006 5:29 pm
by Sentinel
Marrowlight wrote:You know wrote:If you think the Turtles were bad, you should see The Spider
See, that alone is giving me pause. More badly engineered characters? I mean, c'mon. You go to all this trouble to map out how to use Bio-E to change the animals (i.e., give it some semblance of balance) and then the NPCs are just blatant violations of that.
Which reminds me - I'll have to start another thread about that topic...
But that's what makes NPCs fun. GM's get bored otherwise if all their characters have to actually be touchable by the PCs.
I build all my NPC villains the same way my players build their PCs.
Posted: Tue Mar 21, 2006 6:18 pm
by Marrowlight
Sentinel wrote:Marrowlight wrote:You know wrote:If you think the Turtles were bad, you should see The Spider
See, that alone is giving me pause. More badly engineered characters? I mean, c'mon. You go to all this trouble to map out how to use Bio-E to change the animals (i.e., give it some semblance of balance) and then the NPCs are just blatant violations of that.
Which reminds me - I'll have to start another thread about that topic...
But that's what makes NPCs fun. GM's get bored otherwise if all their characters have to actually be touchable by the PCs.
I build all my NPC villains the same way my players build their PCs.
We've already established you're a dull goody goody though, so you don't count.
Posted: Tue Mar 21, 2006 8:25 pm
by Sentinel
That's enough out of you Evil Twin.
Posted: Wed Mar 22, 2006 7:58 am
by The Baron of chaos
Sheeshhh While i dont wanna be polemic to me ATb is great game by itself, and perhaps was good thing getting rid of the turtles(by i dont count considering i've some perosnal bloodfeud with turtle's authors Eastmana nd Laird...So far i overcome aprt of my anger toward them and I no more hope they die of cancer to colon, just got some car accident and being forced to a painful reabilitation). On NPc poitn , Generally NPC should follow game rules, but some of the mos tunique ones should , no had to be made stretching the rules, often allowing things, like multiclassing, that you won't generally allow to players. Example an NPC could be apowerful 20 level mutant wolverine/supersoldier wielding two pair of rune short sword and wearing a light robotic exoskeleton. For PC is a tad too extreme(perhaps at higher level and with some war booty..) but is an average NPC for me.(well perhaps not too average, but you got the trend)
Posted: Wed Mar 22, 2006 9:14 am
by gordyzx9r
The only thing that really ever bothered me about the Turtles in comparison to the PCs was with how many skills the Turtles had. Even when the Revised TMNT came out and they threw that 'Note' into the Ninjitsu skill that read that anyone who took the mentorship background and ninjitsu automatically received the acrobatics, climbing, prowl, and one form of fencing skills (the original version of TMNT didn't, but you were still required to take them using your allotted skills that were given to you).
I actually like the psionics system for AtB compared to the rest of Palladium's stuff...except for thing, Danger Sense should be perpetually active; you shouldn't have to declare something like that as being active for a certain period of time. IMO, what's the point, if you've walkd into a situation where you think you need to activate it, it's probably too late.
Posted: Wed Mar 22, 2006 9:29 am
by The Baron of chaos
Yes I agree on that point too.
Posted: Wed Mar 29, 2006 8:50 am
by gordyzx9r
Lynx8882 wrote:gordyzx9r wrote:SNIP
I actually like the psionics system for AtB compared to the rest of Palladium's stuff...except for thing, Danger Sense should be perpetually active; you shouldn't have to declare something like that as being active for a certain period of time. IMO, what's the point, if you've walkd into a situation where you think you need to activate it, it's probably too late.
If you read the description it states why it is done that way as opposed to the "always on" option
Lynx
I did, and I still don't like it (or use it that way).