Rifts ultimate edition review
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For a better experience, please enable JavaScript in your browser before proceeding. RPGnet Reviews Guest. Sadly, it ends up seeming more like a first draft than a polished and developed new edition.
Go to the full review for more information. SuperFigs Firefighter Validated User. No Character Sheet It may seem like a small thing, but after 15 years, why no character sheet? Gabriel New member. It may seem like a small thing, but after 15 years, why no character sheet? You'd probably need a different character sheet for each O. The Coalition States. Humankind's salvation, or its own worst nightmare? Character sheets. Color end sheets by John Zeleznik. New artwork and color pages throughout. Written and created by Kevin Siembieda.
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Sort order. Start your review of Rifts Ultimate Edition. May 17, Ariana Hazzard rated it it was amazing. One of the best and most versatile RPG systems out there, in my humble opinion.
Has a lot of rule problems and contradictions in-between books, yes, but very fun nonetheless. Mar 26, Christopher rated it really liked it. This review has been hidden because it contains spoilers. To view it, click here. The Rifts Ultimate Guide is many things. Incredibly imagined dreamscape for any roleplayer.
The book is a set of rules for playing in Kevin Siembieda's megaverse. A bunch of linked setting books with the same ruleset other then a few minor tweaks. With it, you are able to create any kind of hero, from a fantasy magician to a Vertitech pilot, a techno wizard or others. The illustrations and artwork are top notch, and the text layout is actually fairly pleasing to the eye.
There are several small The Rifts Ultimate Guide is many things. There are several small editorial errors but nothing so severe that it broke your concentration or anything. My only complaint is the layout in terms of where chapters are placed. The first section giving the history from Erin Tarn is excellent. While quite long it reads well, and really helps to get your mind wrapped around this war torn magic ridden dystopian version of earth.
However instead of next moving into character creation we move instead to classes without any real discussion as to game mechanics. For veterans of the game this is a non issue, but for new players, such as my son, it made the experience a bit confusing as he was reading about character classes before he understood what half the skills and attributes were.
Again for veterans of the system, which I think this guide was really a gift to, this is a non issue. The setup of chapters is just a little confusing for a new player, but hell with art this good and a background plot this dynamic still worth the price of admission. A major spell caster like a Ley Line Walker Wizard equivalent shouldn't have to really rely on technology to protect himself in any circumstance except in an absolute emergency or after a very prolonged encounter.
The upside here is that the equipment there is, is really cool stuff. Furthermore their is the traditional Palladium inconsistency in the capabilities of weapons between Infantry, Power Armour and Giant Robots with examples of Infantry or Power Armour Weapons being on par or better than weapons on a Giant Robot.
But that is just my opinion on the matter. It also happens in aspect other than weapons as well such as radar and sensors. Another drawback in specifically in the Coalition section.
The book remains set in PA time frame but repeatedly mentions certain pieces of equipment are phased out for newer gear and has some art included of the newer gear, To me that was unnecessary and actually takes away from the coolness factor of the CS gear. While this section has everything you need to make a character, it can be daunting and downright confusing for a first timer.
An experienced gamer should be able to get through it without too much issue. I think the organization and setup could have been better handled across the board and made simpler for the uninitiated to take in.
I would recommend a new comer to Rifts specifically and Palladium in general, work with their GM when creating a character until they are comfortable with the process. This section is very broad and in depth to some degree.
It covers a LOT of ground and honestly I do not mind having lots of skills. The draw back is the repetition of skills in some cases or skills being in two different categories. Personally I think there could have been more skills and it could use some consolidation in certain cases. Otherwise it is precisely what is there to be. While the problems I personally have with overall rules of the game are infamous by now, this book does indeed present all of the rules you need to play even if you may need to house rule some things to make it work more smoothly.
In this regard it does good job of giving you what you need. I am not going to get into a diatribe about the Palladium game rules as that is a cross line spanning argument that is not for a place such as this review. Suffice to say the rules do have issues. All games do to one degree or another. While this book does have it's issues in a variety of places, it is a good example of a core book and it does give you everything you need to play in the world that is Rifts. That is a cool world to play in and I fully recommend getting it.
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