Would you buy a Palladium Example Book of how to use Skills
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Would you buy a Palladium Example Book of how to use Skills
Would you buy a Palladium Example Book of how to use Skills and Powers? Like when to roll for a skill. What modifiers to give. How to properly use spells and psionics that have concentration times, etc.
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- t0m
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i voted 'probably'. i would rather see a downloadable pdf for that. it would be cool if it was made by fans and authorized/adjusted by official palladium crew. if it had enough content i would gladly pay, but if it was too small it would feel like it should be a cutting room floor freebie, or minor rules update, not a full price book.
i dont think it would hurt anything aside from peoples house rules, but theres no way it could cover all the things players come up with when they are really trying to figure out a way to get something done in game...you could write a whole book on the use of just one of the skills/powers and people would still be able to find a crazy excuse or ruling in their favor...some of the descriptions in the books are very open to (mis)interpretation...
i dont think it would hurt anything aside from peoples house rules, but theres no way it could cover all the things players come up with when they are really trying to figure out a way to get something done in game...you could write a whole book on the use of just one of the skills/powers and people would still be able to find a crazy excuse or ruling in their favor...some of the descriptions in the books are very open to (mis)interpretation...
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Actually thinking about this a little more, a transcribed game that was fairly roll and skill, spell power intensive would be good too. Like by the designers the way they intend the game to be played. Not like as the law but as an example. The only example I can think of from Palladium of something along these lines was in Ninjas and Superspies with some of the combat examples. The vehicle combat example was one of my favorites. The only thing was they were way too short I wish they had printed more stuff. Not only did it give you a real feel for the game, it was funny and it showed how skills should be used. It also showed real well the results of failure rolls, success rolls and PC vs NPC rolls.
If they could print a one night transcribed session with some of the basic archetypes from the books with like 10 characters or more man that would give you a really good feel for incorporating skills and rolls, juggling players with different abilities, give you some exciting ideas, and also show you how the game could be played well. As well as giving you some ideas for modifying what you think should be put in and perhaps expanding or limiting your notions of certain abilities.
It could also incorporate maps and other items and when and where they were used. Also character sheets with really mundane stats (let me see the real rolls i get when my worst stat is a 4 my best stat a 14 with a bunch of 7 8 9s and see how those guys handle it) and maybe a half a page player rationale for choosing their characters and equipment would be fun to see if not really necessary. Character sheets should be included though.
NPC sheets or relevant stats skills would be nice to see too as well as how they factor into the game. GM preparation would be nice to see too. What story he wanted to tell, how he dealt with the particular player personalities, what he expected from the game, what he didn't expect and how he resolved it on the spot. The rewarding of bonus points. Maybe a GM commentary by the transcript.
They might not even need a whole book a few pages space in each sourcebook that came out would be good. The vehicle combat example in Ninjas and Superspies was only about a page long and it did a really nice job.
If they could print a one night transcribed session with some of the basic archetypes from the books with like 10 characters or more man that would give you a really good feel for incorporating skills and rolls, juggling players with different abilities, give you some exciting ideas, and also show you how the game could be played well. As well as giving you some ideas for modifying what you think should be put in and perhaps expanding or limiting your notions of certain abilities.
It could also incorporate maps and other items and when and where they were used. Also character sheets with really mundane stats (let me see the real rolls i get when my worst stat is a 4 my best stat a 14 with a bunch of 7 8 9s and see how those guys handle it) and maybe a half a page player rationale for choosing their characters and equipment would be fun to see if not really necessary. Character sheets should be included though.
NPC sheets or relevant stats skills would be nice to see too as well as how they factor into the game. GM preparation would be nice to see too. What story he wanted to tell, how he dealt with the particular player personalities, what he expected from the game, what he didn't expect and how he resolved it on the spot. The rewarding of bonus points. Maybe a GM commentary by the transcript.
They might not even need a whole book a few pages space in each sourcebook that came out would be good. The vehicle combat example in Ninjas and Superspies was only about a page long and it did a really nice job.
You kill my dog I'ma slay yo cat-Flava Flav, Terminator X to the Edge of Panic, 1988
A man's gotta know his limitations-Dirty Harry, Magnum Force, 1973
No good deed goes unpunished-Clare Booth Luce
A man's gotta know his limitations-Dirty Harry, Magnum Force, 1973
No good deed goes unpunished-Clare Booth Luce
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Don't think it will happen, one of the things that make it that you need the books is so find out what the modifiers are.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
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2disbetter wrote:Besides as a GM the more ammo we get the more people will stop slowing the game down by argueing every friggin point.
Here's all the ammo you need: NO
Use NO whenever necessary. Any player who does not like NO can go find another game. The rest of the table will thank you.
NO gaming is better than bad gaming.
An entire book that's nothing except how to use skills? **** no.
Every other RPG on the planet does perfectly fine just by having a short descriptin of the skills and then a couple of pages of actual rules for how to use skills and what effect varying degrees of success or failure will have on the game. Palladium's rules system sucks, but an entire book just on skills would be a solution that's worse than the problem.
Every other RPG on the planet does perfectly fine just by having a short descriptin of the skills and then a couple of pages of actual rules for how to use skills and what effect varying degrees of success or failure will have on the game. Palladium's rules system sucks, but an entire book just on skills would be a solution that's worse than the problem.
- Nemo235
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Yes, but with the stipulation that the book in question contains not just skills, but all the basic rules to play a Palladium game to clarify things once and for all.
A definitive edition of skills, movement, jumping, combat...
All of the topics that get asked about 3 times a week here on the forums and yet never get an official answer.
A definitive edition of skills, movement, jumping, combat...
All of the topics that get asked about 3 times a week here on the forums and yet never get an official answer.
- Nemo235
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Lynx8882 wrote:Um.... isnt that what GM guides and Core books are for?
Lynx
Yes, in theory.
But the same questions pop up every month.
I'm just saying it would be nice if there were one system book with all the rules edited and clarified. All the different world books could have their own exceptions and modifiers to the basic rules.
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Spinachcat wrote:2disbetter wrote:Besides as a GM the more ammo we get the more people will stop slowing the game down by argueing every friggin point.
Here's all the ammo you need: NO
Use NO whenever necessary. Any player who does not like NO can go find another game. The rest of the table will thank you.
NO gaming is better than bad gaming.
"No is a very powerful word" -Nathan Bridger, Seaquest DSV
Author of Rifts: Deep Frontier (Rifter 70)
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Author of Rifts:Scandinavia (current project)
* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.
-Max Beerbohm
Visit my Website
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Spinachcat wrote:2disbetter wrote:Besides as a GM the more ammo we get the more people will stop slowing the game down by argueing every friggin point.
Here's all the ammo you need: NO
Use NO whenever necessary. Any player who does not like NO can go find another game. The rest of the table will thank you.
NO gaming is better than bad gaming.
"Remember kiddies, 'Just say NO to bad gamers.'"
And
"Reminding all you gamers, just D.A.R.E with your GM. Thank you all for comming."
D.A.R.E. = Don't Argue Rules Ever
Big Bob............................
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sasha: I think Bob gets the JUST A GAME award....for life.
Jerell: You sir, are ruthless, and that is why I like you.