Review of Palladium Fantasy RPG Second Edition
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Though disappointed, at first, at seeing they did not include many monsters in the basic game like they had in the original, I quickly found ways around that. I've learned to make my own monsters as I need them, custom-designing each for the specific adventure and the power of the party.
Though it takes a bit of work and preparation, I find this works much better than using the "official" monsters from other supplements and sourcebooks. It's almost a more advanced version of Tunnels and Trolls (TM), in my eyes. Also, the fact that there are no religions and gods in the book for the PC clergy to worship, I find this to make the game more flexible.
I just have my players tell me what kind of deity they wish their characters to worship and I create a deity (or take one from myths) to fit. Mostly, I use the pantheons of Light and Darkness from the Egyption religion, but occasionally I'll use a Greek, Roman or Pagan deity. I've even had some Christian characters (just be careful to avoid religious debates. If a religion in the game makes a player angry, get rid of the religion's presense in the game)!
Also, the common complaint about the Rifts-like physical skills that raise physical attributes and statistics higher than would seem possible doesn't hold any basis with me. I think it's great to make the characters strong. And the "unbalancing" affect it has to make the mental statistics much lower than the physical are easily remedied. Simply limit the number of the magic-users' and/or cleric's physical skills. Or perhaps give some options to raise the mental attributes, in addition or in place of the physical skills. The options possible of unlimited to an imaginative gaming group.
Well, that's my rambling for now. Happy gaming!
Style: 4 (Classy and well done)
Substance: 5 (Excellent!)

