TMNT: Test Session
Jun. 25th, 2013 11:34 pmBroke out the ol' Palladium books to test out running a TMNT/After the Bomb Australia campaign. Mostly as something for off-weeks from the Pathfinder game. Right now, only have two players in the roommate and Frazier. Both decided to try out random rolled characters, at least to test things out, but liked the test characters enough to keep going with them. And both got Aboriginal Hunter as their background...
Brendan has a Thorny Devil with psychic crystal powers, while Frazier is Komodo Dragon with dual-wielding stone axes. The SDC was not quite as hampering as I remember from whenever I last played non MegaDamage Palladium. And the ability to do parries, dodges and what not as went smoother than I recalled. Basically knocked some of the rust loose by running them thru a couple random encounters as they walked to the town where my campaign concept will start out. First against a giant wolf spider, then a trio of bandits...
One thing that is still a negative for Palladium, is that the books are not super well laid out for tracking down rules and clarifications. And the After the Bomb books are a bit lighter on the background fluff then I would like. Also I'm probably going to still add in exploding damage dice, at least for crossbows and firearms. And I'm probably going to have the players take Occupation Character Classes to flesh out their character abilities and to give them more to gain as they level...
Brendan has a Thorny Devil with psychic crystal powers, while Frazier is Komodo Dragon with dual-wielding stone axes. The SDC was not quite as hampering as I remember from whenever I last played non MegaDamage Palladium. And the ability to do parries, dodges and what not as went smoother than I recalled. Basically knocked some of the rust loose by running them thru a couple random encounters as they walked to the town where my campaign concept will start out. First against a giant wolf spider, then a trio of bandits...
One thing that is still a negative for Palladium, is that the books are not super well laid out for tracking down rules and clarifications. And the After the Bomb books are a bit lighter on the background fluff then I would like. Also I'm probably going to still add in exploding damage dice, at least for crossbows and firearms. And I'm probably going to have the players take Occupation Character Classes to flesh out their character abilities and to give them more to gain as they level...