RPGnet
Reviews | Game Index | Forums | Press | Wiki | Columns | Store
 

Go Back   RPGnet Forums > RPGnet Appendix > RPGnet Reviews

Reply
 
Thread Tools Rate Thread Display Modes
  #1  
Old 07-31-2006, 01:00 AM
RPGnet Reviews
Guest
 
Posts: n/a
[RPG]: Splicers, reviewed by jgants (2/4)

http://www.rpg.net/reviews/archive/12/12336.phtml

Josh K. Gants's Summary:

If you can get past the amateurish layout and can accept the game’s premise, I definitely suggest picking this one up. It’s a fun, unique setting with a lot of potential.


Go to the full review for more information.
Reply With Quote
  #2  
Old 07-31-2006, 07:04 AM
tartex's Avatar
tartex tartex is offline
Minion of Kitchensink
 
Join Date: Jul 2003
Location: Dublin, Ireland
Posts: 387
No sourcebooks

Did it flop or why was no single sourcebook announced?
Even though it is Palladium I never read a single press release about anything planned (as opposed to actually being published).
Reply With Quote
  #3  
Old 07-31-2006, 07:18 AM
cjh's Avatar
cjh cjh is offline
King Zombie
 
Join Date: Dec 2003
Location: St Pete Beach, FL
Posts: 14,485
Re: No sourcebooks

Quote:
Originally Posted by tartex
Did it flop or why was no single sourcebook announced?
Even though it is Palladium I never read a single press release about anything planned (as opposed to actually being published).
Not all of Palladium's lines are done like Rifts, with an infinite succession of supplements. They experimented with a couple of contained games that had everything you needed without supplements: Splicers and Systems Failure. Heck it was years before Ninjas and Superspies or Heroes Unlimited had any supplements.
__________________
Chris Helton

Creative Director for Seraphim Guard | Dorkland! - My Blog | I am a Tampa Bay area Gamer and I am looking for other Gamers. | Check Out The Open Core System "It is, in fact, the newest Linux system upgrade for D20 - all the best things of what's come out so far wrapped into one package that looks somewhat different from the original but is far superior and retains all the best aspects." - Edmund Wilfong | In Development: The DeadWorld RPG
| I am on Twitter and Facebook.
Reply With Quote
  #4  
Old 07-31-2006, 08:33 AM
tartex's Avatar
tartex tartex is offline
Minion of Kitchensink
 
Join Date: Jul 2003
Location: Dublin, Ireland
Posts: 387
Re: No sourcebooks

Quote:
Originally Posted by cjh
Not all of Palladium's lines are done like Rifts, with an infinite succession of supplements. They experimented with a couple of contained games that had everything you needed without supplements: Splicers and Systems Failure. Heck it was years before Ninjas and Superspies or Heroes Unlimited had any supplements.
On the other hand Kevin Siembieda (or whoever wrote that press release), announced it as a possible new smash hit á la Rifts.
BTW: There is a sourcebook mentioned in the March-06 press release.
Reply With Quote
  #5  
Old 07-31-2006, 08:42 AM
jgants's Avatar
jgants jgants is offline
Megaversal© Critic
 
Join Date: Jul 2005
Location: Cedar Rapids, IA
Posts: 3,300
Re: No sourcebooks

Quote:
Originally Posted by tartex
On the other hand Kevin Siembieda (or whoever wrote that press release), announced it as a possible new smash hit á la Rifts.
BTW: There is a sourcebook mentioned in the March-06 press release.
Yep, Splicers was theoretically a big hit. And they've been discussing doing a sourcebook for a while now.

I believe part of the problem was that the author, Carmen Bellaire, went on to do a couple of sourcebooks for Heroes Unlimited (the popular Powers Unlimited books) and also spent time on other, non-Palladium ventures (I believe he may have wrote some children's books - but I can't be sure).

Now that Powers Unlimited 3 is finally getting finished, he may have enough time to do a sourcebook. I guess we'll have to wait and see.
__________________
Now Running: D&D 4e. Read the actual play thread here

D&D is no longer interested in world-building or simulation. That doesn't make it a bad game, just a different one.
Reply With Quote
  #6  
Old 07-31-2006, 09:21 AM
Zachary The First's Avatar
Zachary The First Zachary The First is offline
I am Cinna the Gamer
 
Join Date: Jul 2005
Location: Indy, IN
Posts: 1,685
Re: [RPG]: Splicers, reviewed by jgants (2/4)

Thanks for the review, jgants.

I know Carmen has been extremely busy with other projects, but I do hope to see a Splicers sourcebook from him in the future. From what I've been told, Splicers did pretty well for Palladium, and like Systems Failure, it's seemed to grab the attention of some folks outside the traditional Palladium community.
__________________
RPG Blog II: A blog for RPGs in general. Updated regularly--old school, new school, reviews, gamer culture, and more. Stop by and let me know your thoughts!
---
Are you a member of the Order of the d30?
---
I also post at TheRPGSite.
Reply With Quote
  #7  
Old 07-31-2006, 10:25 AM
smascrns smascrns is offline
Registered User
 
Join Date: Sep 2004
Posts: 1,942
Incomplete review

Sorry, but not reviewing the game system with the argument that everybody knows how Palladium works is just unacceptable. For a start, there's plenty of people that don't know how Palladium works, people like myself actually. And I would like to know how the Palladium system works specifically in this game. For that purpose I need to have more data on the game system. As it is the review is incomplete.
__________________
Sergio

Gentlemen Explorers (Pdf or Doc).
Reply With Quote
  #8  
Old 07-31-2006, 10:45 AM
jgants's Avatar
jgants jgants is offline
Megaversal© Critic
 
Join Date: Jul 2005
Location: Cedar Rapids, IA
Posts: 3,300
Re: Incomplete review

Quote:
Originally Posted by smascrns
Sorry, but not reviewing the game system with the argument that everybody knows how Palladium works is just unacceptable. For a start, there's plenty of people that don't know how Palladium works, people like myself actually. And I would like to know how the Palladium system works specifically in this game. For that purpose I need to have more data on the game system. As it is the review is incomplete.
I admit, that was one part of the review I just wasn't sure about.

Rightly or wrongly, I made the decision to leave out a discussion of the rules because:

1) The Palladium rules have been discussed ad nasuem on RPG.net. And they haven't really changed in 20 years.
2) Zachary, who provided my comp copy, specifically asked the review stay focused to the product itself, and not the Palladium system in general.
3) The review was already feeling "long" to me, and I didn't want to add extra fluff.
4) People can get very polarized on how much they hate the Palladium system and I didn't want that to be a factor.
5) I liked the irony of a review chiding the book for being incomplete, when the review was incomplete itself. (OK, I just made that one up )

But tell you what, I'll go ahead and post notes about the rules here as an addendum to the review.
__________________
Now Running: D&D 4e. Read the actual play thread here

D&D is no longer interested in world-building or simulation. That doesn't make it a bad game, just a different one.
Reply With Quote
  #9  
Old 07-31-2006, 11:08 AM
jgants's Avatar
jgants jgants is offline
Megaversal© Critic
 
Join Date: Jul 2005
Location: Cedar Rapids, IA
Posts: 3,300
Review Addendum - Splicers/Palladium Megaverse Rules

OK, since I left out discussions of the rules from the main review, I decided to go ahead and post some notes here for anyone not familiar at all with Palladium.

Attributes
Characters have eight attributes: IQ (intelligence), ME (mental endurance - basically willpower), MA (mental affinity - basically charisma), PS (physical strength), PP (physical prowess - basically dexterity), PE (physical endurance), PB (physical beauty), and Spd (speed of movement).

Attributes are rolled using 3d6, except that a roll of 16+ lets you roll an additional d6 and add it to the total (thus, there are no naturally rolled 16s).

Attributes provide bonuses at 16 and above. Attributes below 16 have absolutely no effect on play (no bonuses or penalties). Attribute bonuses vary - for example, IQ may add a bonus to all skills, while a high PS gives a damage bonus for melee weapons. The only exception is Spd - it provides no bonus.


Other Character Statistics
Characters have hit points (HP) to track damage, as well as something called SDC (structural damage capacity). SDC is basically "bonus" HP that is taken off before damage effects HP. Why are there two scores? I never understood that myself.

Hit points start at PE + 1d6, and add 1d6 per level.


Skills
Every character has a plethora of skills, with the choices determined by the character's class. Some skills are very narrow in scope, others are very broad. Skills are rated as percentages, and a 1d100 roll is used to make skill checks. Skill percentages raise as the character gains levels.

There are also a bunch of special physical skills that can be selected that will raise ability scores, provide combat bonuses, or increase the character's SDC. For example, the skill "boxing" raises PS by 1, adds +1 attack per combat round, and adds 10 SDC.


Experience and Advancement
Palladium uses a class / level paradigm with XP points awarded each session. Rather than just "killing monsters and taking their stuff", the Palladium experience system rewards ideas, plans, saving people, and other non-combat actions.


Combat
Combat uses a 1d20 roll for everything. Initiative is determined and every character is given the opportunity to use 1 of their melee attacks in turn before starting back over at the first character. When everyone has used all their attacks, the round is over (most characters will have 4-6 attacks per 15-second combat round).

The attacker rolls 1d20 and adds any bonuses to strike. Any roll of 5+ hits in melee combat, 8+ for ranged combat. The defender may choose to parry a melee attack (which does not usually use any of the defender's attack actions) or dodge a ranged attack (which usually does use one of his attack actions).

To parry or dodge, the defender rolls 1d20 and adds the appropriate bonuses. If the roll is higher than the attacker's strike roll, the attack misses.

Any hits do damage to armor first, until it is depleted. Only then will they injure the wearer.

SDC vs MDC
The Splicers world uses a concept called MDC (mega damage capacity) for the robots/Splicers weapons/armor. Basically, regular weapons can't damage their armor, only MDC weapons can. MDC weapons, in turn, do 100x normal damage to non-MDC structures; basically, they will vaporize anyone not wearing armor in one hit.

So, for example, if your character is fighting with rioters inside the human underground without his armor on - he's going to take SDC damage from their attacks and become injured himself. If he's out fighting robots in his Splicer suit, he'll be taking MDC damage to his Splicer armor. And once that's gone, he'll be killed.


I think that about covers all the high points. Feel free to ask for more clarification.
__________________
Now Running: D&D 4e. Read the actual play thread here

D&D is no longer interested in world-building or simulation. That doesn't make it a bad game, just a different one.
Reply With Quote
  #10  
Old 08-01-2006, 03:58 AM
smascrns smascrns is offline
Registered User
 
Join Date: Sep 2004
Posts: 1,942
Re: Review Addendum - Splicers/Palladium Megaverse Rules

jgants, thanks for the rules brief. It doesn't make me rush for Palladium (or Splicers) but at least now I'm informed.
__________________
Sergio

Gentlemen Explorers (Pdf or Doc).
Reply With Quote
Reply

Thread Tools
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -7. The time now is 03:55 PM.


Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
© 1996-2006 RPGnet® and individual posters. Compilation copyright RPGnet.