Some Thought on an old Campaign

I've been playing Palladium FRP since about 1990, and running a campaign for the past two years (although I did have the advantage of dating the GM in the first campaign, so...) Anyway, some comments: Someone mentioned earlier about Priests being able to heal a great deal. Don't forget, it's only every other round (important in combat!). Also, my old GM made a few alterations to the rules to make this a little more difficult. Instead of limiting the number of times a priest can heal per day, he limited a priest to only healing a single wound once. Abstracted out, for simplicity: a character can only be healed once by any given priest after any combat. So, assuming a character takes 15 points of damage fighting orcs, he or she can only get back 1d8 of that from healing from a single priest. The number of hit points the character has after the combat and all the healing is called Local Max. Thereafter, no matter how much healing the character gets from that priest, he/she cannot go above that Local Max (for example: Lady Valkris, with 20 HP, gets hit for 10 points of damage during a combat. The party priest heals her for 5 HP -- Local Max is now 15. In another combat, Valkris only takes 2 points of damage (HP 13). The priest heals her for 7, but she can only go to 15HP -- her old Local Max.) Other priests, healing potions and bedrest will raise the Local Max. (If you really are confused and want help -- email me and I'll explain more). Medical skill (which we use as heals 1d4 if successful -- is this in the rules? I forget) must be done BEFORE any healing (including spells or potions) or it cannot be used. OK -- other stuff. For the most part, I've found the magic system simple and easy to use, especially for players who have trouble grasping difficult systems (yes, we have one who took 3 game sessions to figure out how to add up all her bonuses to hit and whatnot). I don't like the randomness of the spell choice, though. It would seem illogical that a priest of a water or sea god would receive the choice of Fireball but not some of the other water spells. I ended up rewriting the spell lists for clergy (giving them different spells for different gods and changing the levels on the spells if it made sense) -- also feel free to steal spells from anywhere else (D&D spells are very compatible and many others (RuneQuest, RoleMaster) are easy to convert with some time). This way also the players can be surprised by clergy or wizards with spells that are not from the book, or NPCs who have spells that should be much higher level than the character is (this helps when you have players that also GM and know the rulebook very well (i.e. He only has one attack, that wizard. He's not fourth level yet). Use your own discretion here: if you like a spell and Palladium doesn't have it, USE IT ANYWAY! (you can get cheap 1st edition AD&D Players Handbooks for auction in rec.frp.marketplace if you don't care about the condition, or try a used book store). I have a list of a bunch of spells a friend and I converted over if people are interested (it's in Word (Mac) format right now...) Diabolists are fun but the rules are seriously rapeable if you aren't careful. Sit down with any player playing one and discuss what is and is not permisible. The rules in the rulebook are poorly written IMHO, and the "clarification" in Book 3 (High Seas) is not much better (IMHO). Anyone care to discuss this? Clergy are nicely powered, but Priests/Palladins tend to be all the same. My old GM and I both decided to give each member of a religion some sort of special power based on the religion: clergy of a war god can instantly tell the hand-to-hand chart and level of any opponent, priests of the vengeance god can use a "force sword" (like the cyberknights from RIFTS), priests of change can cause a change in someone (based on a percentile roll, lasts only a day). Also, I gave the palladins (2) in my party the ability to Communion and Divine Intervention at 1/2 the priest chance with less number of chances (1 communion/day instead of 2, 1 DI per week instead of per day). This gives a flavor to different clergy, so the death priest is very different from the priest of evil, etc. etc. (ramble, ramble) Personally, I threw out the random Psionics rules as too powerful: wh should a character get some of the powers of another class without paying for them in some way? Another personal opinion: I rarely use Monsters and Animals or the written adventures/settings from the books. M&A has some weird things that just don't work for me, and the new PC races can be difficult to integrate unless everyone plays the same thing (Tez-Cat, Ratling, things like that) or sometimes they can't communicate, or carry things, or act like most players would want them to. Difficult to do, but not impossible, of course. My suggestions for source material are basically other role playing games. Many used book stores carry used modules/rulebooks/etc and can be easily plundered for their lore. Many game systems convert easily to Palladium (AD&D if you understand the rules is easy, and don't forget, an orc is an orc, no matter what system it is). Also, these other adventures are great for plot ideas or trap ideas or dungeon maps, etc. The Palladium supplements are well done, but often the adventures aren't easily transferable to another setting, and frankly there really aren't that many of them (especially if` you start throwing out the ones with rune swords and really high level bad guys that would munch your party whole -- great when you are high level, but not when you are low!). The most recent book (Yin-Sloth Jungles) has some new skills (thank you!!!) which can help fill out characters in more interesting ways. This is long ... if you have any questions, please post or e-mail (finally! Palladium FRP gamers!!!! yay!!) Jen theraven@imap2.asu.edu