We’re here this time talking about a very simple cosmetic “house rule” change to the core Attacks per Melee mechanic. It’s a long chat, and meanders wildly. Give us a listen and then share your thoughts on the topic with us on Discord!
Today’s fairly rambling discussion episode is (mostly) about the idea of “Perception Rolls” in Palladium’s games. It’s a contentious subject, and after you give us a listen, we invite you to share your own thoughts on the matter on our Discord server.
Folks wrote to let us know that our previous episode on Missiles didn’t actually explain how they worked. So we recorded this one as a follow-up, hoping to finally answer all the main confusions on the missiles rules in Rifts.
In this session, Jacob and NPC jam out their ideas on and approaches to handling large-scale combat and warfare in Palladium games (and namely Rifts). Our thoughts on this are all over the spectrum, and we’d love to hear yours as well.
We’re back with another free-form house rules discussion. This one starts off focused on the idea of converting to “stat-based skills” in Palladium games, but then drifts into a good deep stat-focused discussion across many systems of gaming. What are your favorite stat-based house rules? Write us and let us know!
In this episode we’re having a longer discussion about one of Palladium’s more notorious game mechanics: Mega-Damage. What is it, how does it work, what do we think about it, and what are our house rules? Give us a listen to find out, then drop by our Discord server and tell us your own house rules.
This episode is short and to the point: if you’re running Rifts, and especially if you’re new to it, then you should go bookmark page 361 right now. Listen to this episode to learn why. And if you have your own favorite bookmarks, join our Discord server and let us know!
We’re back from an unexpected short “deal with life issues” hiatus! This episode is our first listener-response episode, based on a question sent to us by a fan asking how we handle Unskilled skill checks in our games. I couldn’t find actual printed rules for this, so we’re talking at length about how we do it in our home games. and give some tips on how to adapt our methods to yours.
Palladium’s games almost always have a built-in system for driving your characters bonkers. We’re here to look at that appropriately-named “Insanity” mechanic, and talk about its various (sometimes troublesome) incarnations throughout the years.
Much like magnets are to a pair of rapping clowns, missiles in Palladium have mystified and frustrated players for 30-odd years now. We’re finally here to talk about them, and how they are meant to be played at the table. If you have your own missile house rules, write us and share them!