Re: What's wrong with Palladium?
Palladium seems to have made no efforts to create any sort of game balance. It seems like most of their games have a few uber classes that rock anything else in the game, to the extent that no one familiar with the game will play anything else.
In D&D, there were several spells, like fireball, that increased in damage by a die for every level of the caster, until it reached the kiloton range. Palladium saw this, and raised them by allowing spellcasters to throw the effect a number of times equal to their level per casting. That's right, a 10th level caster doesn't just get one 10d6 tacnuke, he gets to throw ten of them.
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