RPGnet
 

The Palladium Fantasy RPG (2nd Edition)

Author: Kevin Siembieda
Category: game
Company/Publisher: Palladium Books
Cost: $24.95
Page count: 336
ISBN: 0916211-91-6
Playtest Review by Dragavan on 04/05/98. Genre tags: none
About Dragavan
This is my first review for here and the main reason I am even submitting it is due the lack of Palladium mentions. Palladium has been my favorite gaming company since the mid 80's so don't be surprised if my reviews seem a little biased towards Palladium products, but I am fair with them as well since not everything they put out is that great and don't get me started on Siembieda himself.

I have been role-playing since the earliest of 80's, starting with D&D, from T$R, as most players I know have. I quickly moved up (or is it down) to Advanced D&D, while it was still in it's first edition. In the mid 80's I was introduced to Palladium games through Teenage Mutant Ninja Turtles & Other Strangeness and quickly moved into their other games as well. Since then I have played many other games of many other styles, but mainly stuck with Palladium ones. I have also written many different games as well, but never decided to try and publish any of them until recently. When the first of these games comes close to completion I will post a page for it at my Dragavan account. (4/5/98)

The Palladium Fantasy RPG (2nd Edition)
For this review I will assume you are already at least somewhat familiar with RIFTS, another game from Palladium, since the second edition was created to make their game more RIFTS friendly among other things. If you are unfamiliar with RIFTS I do plan on doing a review of it at a later date.

Background
The Palladium Fantasy RPG is a wizards and warriors style of gaming in a heavy fantasy world based loosely on our worlds dark ages. As with AD&D and many other fantasy RPGs, it has it's roots for the world and feel in Tolken's Middle Earth. There are castles, wizards, thieves, monsters, dragons, and all the usual fantasy fare, but there are also a good share of original or at least greatly altered elements to the world as well.

As is the same with most Palladium games, especially RIFTS, the system is a fairly standard experience point and level based progression system with a slightly slow rate of increase. The character style is of a Class system, with a wide variety of classes falling into different areas of studies. Each of these classes have set skills that are the same as every other of that class, but also get to choose a number of other skills to make them more diverse.

The combat system is based on D20 rolls for most things, with hits being made when the roll is over 4. Defenders have many defenses against this seemingly easy way to hit, from dodging or parrying to wearing armors. Wearing armor doesn't make a character harder to hit, it just protects them from the damage from lower rolls, but the armor takes the damage instead. There are also a number of other special moves that can be used in combat, but you will have to see the book for them.

The skill system is the simplest part of the book, based on a simple percentage chance success/failure system. It's the skills a player chooses that makes them more diverse.

Technicals Review
The system, when you wash away all the optional rules and exceptions, works clean and fairly fast once you are used to it. The only part where it can get bogged down is in combat when you have more than a couple combatants involved. But from what I have seen this is common to most systems and isn't as overpowered as RIFTS can get.

Character creation starts off with random stats being rolled with a number of 6 sided dice for each (usually 3D6, but may change with race). Some people have a problem with random stats since they don't allow them to create the exact character they want and don't care for them, but I prefer the random method with a little after effect touch ups, since it fits more with the randomness of life and I think leads to better role-playing challenges. The only down side of the stat system they use is the extreme amounts of increases the physical attributes can get through physical skills and the complete lack of ways to increase the mental attributes. This keeps it in line with the new RIFTS feel they wanted for the game.

The class system, called O.C.C.s (Occupational Character Class), breaks characters into specialized groups with certain groups of skills and abilities for each. This works okay in the system but leads to fairly stereotypical characters. It was much better in the first edition since the physical skills and more open skill system in second edition allow even the 'weaker' character classes to become powerful physical specimens. This leads to almost every class becoming half fighter and turning the game into the battle hungry style RIFTS seems to have taken.

The combat system is where the system gets a little buggy. Don't get me wrong, I love playing the game, but I use a slightly altered version of the combat system. The basics of the system work well, but it is simply too easy to become a great fighter and hit every time you try. Also, when you throw in all the optional and extended rules, the system becomes sluggish and bogs down.

The magic system works very well with a good collection of diverse spells and multiple ways to use magic in the world. All spell casting is based off of a point system, with more powerful spells costing more, so the number of spells being cast depends on the number of points the character has and the power of the spells. This is a vast improvement over the first edition style of being limited to a set number of spells a day, no matter how powerful they were. The only complaint I ever had about the magic system was the lack of a spell creation system for characters.

There is also an extensive Psionic (mind power) system as well. This is also based on a point system, but has no logical progression in the increase of powers the character has and some classes become way to powerful, even at early stages of the game. Although the actual using of powers works well, the powers a character gets is where the problems lie, with Mind Mages and Psi-Mystics unbalancing the game on a magic/psionic power level. Psi-mystics have the ability to cast both many psionics and magic spells, while the Mind Mage has extreme powers even at a low level. If you calculate it out, a Mind Mage will have every major power in the main book by the time they reach level nine and every power in the book by the time they are at 13th level. This greatly outclasses any of the other 'special' classes with powers, who can never gain all the powers they have available.

On the whole, however, the system works fairly well, but I still have feeling for the old first edition in most areas other than Magic and the addition of S.D.C. to characters. But, as is what they wanted, the second edition makes the game work shamelessly with RIFTS and most of the other newer games they make.

Aesthetics Review
System aside the book is a great improvement over the first edition, with a much cleaner and more organized look to it. Unfortunately the look may be deceiving. The book is chunked into large sections but has trouble keeping to its own format. The only upside is that it is interesting to read and well written in descriptions of things.

The first thing you notice, as with most systems, is the artwork, although most of it seems to be more sparse than in previous books they have put out. The artwork also happens to be a style of art I enjoy, with simplistic black and white line drawing clearly depicting what they are without much of the clutter some artists show. The cover is also a great improvement over the first editions cover, but most of the interior art is the same.

The layout is also clear and simple, but this can be very boring to look at page after page. Everything is in two column, one type face, and bold headlines. It looks more corporate and serious than I think a game should, but then that is how all Palladium books look.

Okay, now lets talk about organization. The book is better organized then the previous edition, but still has a ways to go. Some important rules, powers, descriptions, and information are not where they should be and need to be hunted down. But most of it is found where it should be according to the table of contents and logic.

The writing style is clean and descriptive, with even some fun and silly side notes added in. Unfortunately there isn't much room for a lot of fun and descriptive text in the book, due to all the important rule, class, skill, and power information included. This also leaves little room for a description of the world the game is supposed to take place in. No name is even given for the world in fact. This is the biggest disappointment for me since I think the world has much going for it from all I read in the other books.

I know this book is much larger and includes much more than the first edition, but they have taken out many important things. For one, where are the character sheet? Not found in this book at all is the answer. For another, there are no longer any gods or religions listed in the book for Priests to worship. Dragons, or any monsters for that matter, are also missing from the book. Both gods and Dragons can be found in a later supplement book, but I have always found it rude to force players to get more than one book to be able to play a game. And explain to me why gods are not included, but demons and devils are? Sorry, they are called Deevils in this edition possibly due to some stupid fear about games being evil or something.

In the end I think the game still looks stale but reads well and could still use some better organization skills. Perhaps if Siembieda didn't feel he had to do all the work himself and hired a couple good graphic designers and editors it would help. But over all I like the book and enjoyed reading it all, some parts I have even read over a number of times.

Final Notes
The game is fun and well written, has some notable improvements, looks good for a Palladium book, but is not as good as the first edition and has some horrible power problems like RIFTS does. If you like level based systems I would definitely suggest this one for you. I especially suggest any AD&D users to switch over to this much cleaner and less cluttered system.

But that's just my opinion, and I may not even exist.

Style: 3 (Average)
Substance: 3 (Average)

[ Read FAQ | Subscribe to RSS | Partner Sites | Contact Us | Advertise with Us ]

Copyright © 1996-2009 Skotos Tech, Inc. & individual authors, All Rights Reserved
Compilation copyright © 1996-2009 Skotos Tech, Inc.
RPGnet® is a registered trademark of Skotos Tech, Inc., all rights reserved.