Tag: house rules

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  • The Core Mechanic

    The foundation of these house rules is an attempt to consolidate as many of the Palladium system’s various sub-systems as possible under a single die-roll mechanic. As with the _d20 system_, we’re going for a mechanic centered on the twenty-sider, with …

  • Skills

    Now we’re going to port [[The Core Mechanic | the Core Mechanic]] over to Skills. The “roll-under percentile” approach is out the window. Instead, skills are expressed as a bonus to a d20 roll. Rather than rolling under a fixed skill rating, we will …

  • Combat

    Ah, combat. What Palladium player hasn’t tinkered with this in some way or another? Unlike skills, we’ll be using the system largely as-is. Just a few tweaks here and there… h4. Actions per Round If there’s one thing that’s caused more confusion …

  • Attributes

    As mentioned under skills, attributes should be used as target numbers when appropriate, in much the same manner as saving throws (which also function as set target numbers, precisely as written in the rules). h4. Attribute Modifiers Using …

  • Mega-Damage

    Oh, mega-damage. What a Pandora’s box you proved to be. I can appreciate the impulse to represent damage on a different scale, and it made sense in *Robotech*, but it _kind of ruined_ *Rifts*. MD is quite possibly the most house-ruled component of the …