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    Radiance Q&A

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    Robyo

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    Re: Radiance Q&A

    Post  Robyo on Mon Oct 29, 2012 5:39 pm

    Chris wrote:I am reading your above post to mean something like - Western towns still have most folks walking around armed with guns, but all the citizens just register their guns with the sheriff. Maybe big signs on the way into town - like in Unforgiven's Big Whiskey - register all guns with the sheriff?

    And reading your line about a mishmash of D&D + Western helps the visual too. I think the player group was starting from a more purely Western perspective and adding bits of "Weird-ness" as we went, whereas you have seen the full Weird-West as a Fantasy-Western genre all along.

    And honestly, I would love to see a deadly game with some PC death. I have no problem rerolling as needed!

    Yes, it's much like in "Unforgiven," I suppose... A sign is usually posted, but since it's a federal mandate, the law is pretty much common knowledge... And it's not like you have to always check your guns with the sheriff, or even check in with him at all. But if your character happens to get in trouble with weapons that are not registered with the federal database (which can take months to get the paperwork), then the penalty's can be rough.

    Of course, it was a different time for crime and punishment. Personally, I'd rather take 3-5 for carrying an unregistered shotgun, then risk hanging for horse-rustlin'!


    I'm also thankful you guys are being patient with how this is progressing. We are in uncharted wilderness with this adventure! For sure, things would be more easily recognized if we were playing Star Wars or Call of Cthulhu or even Pathfinder, rather than a mixture of them all.


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    whit10

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    Re: Radiance Q&A

    Post  whit10 on Sun Nov 04, 2012 12:42 am

    Just wanted to chime in here finally. If Rob approves, I'm going to play after all because curiosity has gotten the better of me...

    The post Reconstruction Era and firearms... first of all, unless Rob is changing this, only a handful of states were still occupied by Federal troops by 1870 (if fact all of that ended in 1876).. so it depends on the year. As for the laws themselves, the depiction in movies like Wyatt Earp (the Costner one, which is mediocre IMO) and Unforgiven are pretty much dead on but, and I must emphasize this, it depends on the time and place.. prior to 1872 or so, much of the 'frontier' was just that... if you had a town, the citizens formed the posses and might hopefully have a sheriff with a telegraph line for some help, otherwise, everybody had a gun so that they could: 1 defend themselves and 2 be a de-facto posse if need be. In town, yeah, usually not allowed unless you had a badge on or it was a real 'cowboy' friendly town... and then you're talking time period. By the 1880s or so, the 'bad guys controlling a town' thing was done by and large and was mostly a great work of fiction any way.

    My favorite way of looking at all of it is this... go look up John Wesley Hardin sometime, largely reputed to be the most famous/infamous gunfighter in history. He's the top end, the rest of them (and they were few) usually killed far fewer and myth/bad journalism created the rest. The real gun that won the west, according to some historians, wasn't the Winchester '73 or a pistol... it was the shotgun in the hands of settlers that moved in and farmed the land.


    ... all that being said (and Rob, if you ever need any info, this does happen to be my era of best expertise, if I have one, and I can supply it ad-nauseum) I'm looking at some combo of Gun slinging Texan of some sort...
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    Robyo

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    Re: Radiance Q&A

    Post  Robyo on Sun Nov 04, 2012 4:50 pm

    Glad to have you on-board, Josh. I certainly appreciate your insights in the campaign's time period.

    The campaign world does take some radical deviations from normal history... You might want to read some of the other threads to catch up on things. But, I'll be posting a campaign intro & background soon, so everyone can sort of "be on the same page."

    Gunslinger class sounds good. Let me know if you have any questions!
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    Chris

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    Re: Radiance Q&A

    Post  Chris on Sun Nov 04, 2012 5:12 pm

    Rob, some of your backstory reminds me of a Rifter version of Trail of Tears. Sounds like most of the Rifters were rounded up and marched West to.... uh.... relocate them in Pestilence (or where ever).

    I wonder if the new Rift-tech, assuming some has come through, might be able to speed up the move West for some folks?

    I also wonder if some of the more human races (the ones you mentioned were more common) like elves, dwarves, asimar, etc might be helping the Union? (As in swelling Union ranks to fight their common Rift enemies)
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    Re: Radiance Q&A

    Post  Robyo on Sun Nov 04, 2012 5:30 pm

    Chris wrote:Rob, some of your backstory reminds me of a Rifter version of Trail of Tears. Sounds like most of the Rifters were rounded up and marched West to.... uh.... relocate them in Pestilence (or where ever).

    I wonder if the new Rift-tech, assuming some has come through, might be able to speed up the move West for some folks?

    I also wonder if some of the more human races (the ones you mentioned were more common) like elves, dwarves, asimar, etc might be helping the Union? (As in swelling Union ranks to fight their common Rift enemies)

    ~A Rifter version of Trail of Tears sounds good. I had not thought of that exactly, but I could see it happening.

    ~Rift-tech... that is a tricky concept. Not sure I want to reveal too much of that yet Wink Teleportation as a spell is certainly allowed. Portals are allowed. Rift-tech is like electro-tech, stuff from the (near or far) future.

    ~I will say that the Union did swell up with demi-humans, but recall that demi-human races on Aerth are the Asimar, Atlans, Goliaths, Halflings, and Pygmys. The other races arrived from rifts or from rift-tech influence.
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    Chris

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    Re: Radiance Q&A

    Post  Chris on Sun Nov 04, 2012 5:33 pm

    cool - I prefer the suspense!

    If we knew any more, you would have to kill us Twisted Evil
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    Re: Radiance Q&A

    Post  whit10 on Mon Nov 05, 2012 1:23 am

    Question time:

    What's the status of good 'ole Texas at this point... still Union occupied?

    What's the status of the European Empires? Are they still competing over African colonies?

    Is Mexico a mess as usual?

    Technical questions:

    if I'm understanding things right... you really only need three high attributes (depending on what you want to do) Yes? I've been reading this as Str and Con cover Fortitude, Int and Dex cover Reflex and Wis and Cha cover Willpower... is that correct?

    I can't find it in the thread but, did you address what Themes are available? I thought I saw that Commando was out but wanted to know about Specialist or Martialist.

    Do we/can we start with a mount or is that just a regular purchase?

    .. that's all for now.
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    Robyo

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    Re: Radiance Q&A

    Post  Robyo on Mon Nov 05, 2012 5:50 am

    whit10 wrote:Question time:

    What's the status of good 'ole Texas at this point... still Union occupied?

    What's the status of the European Empires? Are they still competing over African colonies?

    Is Mexico a mess as usual?

    Technical questions:

    if I'm understanding things right... you really only need three high attributes (depending on what you want to do) Yes? I've been reading this as Str and Con cover Fortitude, Int and Dex cover Reflex and Wis and Cha cover Willpower... is that correct?

    I can't find it in the thread but, did you address what Themes are available? I thought I saw that Commando was out but wanted to know about Specialist or Martialist.

    Do we/can we start with a mount or is that just a regular purchase?

    .. that's all for now.

    Texas is once again a republic. It broke away from the Confederacy near the end of the war. It is not occupied by Union troops...

    Europe and Africa are much the same, except that they are dealing with rifts and extra-dimensional travelers and invaders...

    Mexico is "still a mess." It is currently the stronghold of Blood Masquerade, a faction of vampiric necromancers...

    Pick the best of the two attributes for saves modifiers...

    All themes available, just no commando (no one starts with electrotech)...

    Use starting money for buying mounts and equipment. There is a table for starting wealth at each level...




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    navyik

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    Re: Radiance Q&A

    Post  navyik on Mon Nov 05, 2012 9:17 am

    The magic weapons and money for potions you alotted are separate from the starting money? pig
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    Chris

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    Re: Radiance Q&A

    Post  Chris on Mon Nov 05, 2012 9:17 am

    affraid I vote we avoid Mexico!
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    Chris

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    Re: Radiance Q&A

    Post  Chris on Mon Nov 05, 2012 9:21 am

    navyik wrote:The magic weapons and money for potions you alotted are separate from the starting money? pig

    +3 total magic bonuses - check
    starting money - $1250, check

    where was the extra money for potions?
    I must have missed that one
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    navyik

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    Re: Radiance Q&A

    Post  navyik on Mon Nov 05, 2012 11:08 am

    In the same email i thought
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    whit10

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    Re: Radiance Q&A

    Post  whit10 on Mon Nov 05, 2012 11:53 am

    I've been looking at the Rider Theme... Is there going to be enough travel/chases or something that having something better than just an average riding horse is going to be worth it?

    I think the entire party should select the Specialist Theme if they can so that we all have these. LOL


    ACQUIRE MINI- ME: You gain a mini-me as a follower. The
    mini-me is the same alignment, class, race, and sex as you. The score
    for his prime attribute is also the same as yours. The mini-me’s level
    starts at ½ your level. Whenever you gain 2 levels, the mini-me gains
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    MAS
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    Re: Radiance Q&A

    Post  MAS on Mon Nov 05, 2012 12:02 pm

    LOL!

    Specialist is one of the best themes, but one cannot be multi-classed while using it...

    That being said, one can change their theme up to two times....
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    Re: Radiance Q&A

    Post  Chris on Mon Nov 05, 2012 2:14 pm

    I thought that mini-me was really stupid and steered me away from specialist (back when I was considering pure paladin)

    I looked at Rider too, I thought it would be cool for a traveling Marshall, but I agree with your assessment, the bonuses are more limited in use\value than other themes.
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    Re: Radiance Q&A

    Post  whit10 on Mon Nov 05, 2012 2:34 pm

    I wasn't serious about the Mini- Me... it just got a huge laugh out of me.

    Rider is really cool but only if the campaign will allow for this to really be of any use. If it's just that horses are as utilitarian as a car, then I'll look at something else. Rob, can you clarify? (Yeah, I'll admit I'm asking the GM if this is even worth it or not)

    One comment for Alan... ANY kind of large projectile weapon (cannon, Gatling gun or whatever) would be nearly impossible to use by one's self. You needed a minimum of three crewmen to serve artillery pieces (which the Gatling was, at this point)

    Although... a Goliath carrying a canon-ish weapon would be a cool visual.

    I've actually considered playing one of those as a Shifter... big monstrous shape-changer, heh heh.
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    Chris

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    Re: Radiance Q&A

    Post  Chris on Mon Nov 05, 2012 2:45 pm

    A Goliath shifter would be really mean! I liked shifter a lot, but I thought it was too similar to my 1/2ork barbarian for me.

    Josh, I don't suppose you would consider some type of mage?
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    whit10

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    Re: Radiance Q&A

    Post  whit10 on Mon Nov 05, 2012 2:49 pm

    Chris, I've looked at the casters and I'm really underwhelmed by them (except for the Evil ones... which we can't play). In truth, I'm pretty hesitant about even learning the magic system for this game given that I still don't really have teh Pathfinder one down yet, LOL. Besides, I might consider multiclassing with a pathfinder and go a different route from Matt... sort of the Indiana Jones style but with their magical powers added. Or, I could take the magical powers that are offered to the Gunslinger.

    I could be swayed though, possibly...
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    Chris

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    Re: Radiance Q&A

    Post  Chris on Mon Nov 05, 2012 2:54 pm

    I just had 2 thoughts on a mage:

    1 - it might be cool to see how one plays in this system

    2 - I haven't seen you play a mage in......

    I don't think there is a 'magic system', it is just whatever abilities you choose. Some are like spells others are more like abilities. No per\day stuff, some just cost vitality.

    but I agree, I was underwhelmed with them too Wink
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    Re: Radiance Q&A

    Post  whit10 on Mon Nov 05, 2012 4:14 pm

    Rob... the specs for Shotguns seem a bit off to me. They cost 750 (350 more than a Hunting Rifle, the most powerful gun with the longest range) and they have a shorter range and lower damage code than a Rifle. What's the point?

    Is there anyway that you could look at this and consider allowing them to do cone damage out to 15 feet (with maybe a lower damage code to keep some balance)?

    they also list shotguns as having a capacity of 6 rounds... should we assume for our purposes that the best shotgun available right now is actually a double-barrel?
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    Robyo

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    Re: Radiance Q&A

    Post  Robyo on Mon Nov 05, 2012 6:51 pm

    ~Starting money (@ 3rd level): 1,250gp. Bonus +3 in magic items, and 500gp value of potions and/or scrolls (basic tier).
    Also allowing the land grant option: you can have property equal to wealth (1,250gp.).

    ~Rider theme is entirely up to you. There aren't any limitations on what mounts a PC acquires. Yes, horses are the standard, but it takes much skill to ride a horse while being chased down a mountainside, or when trying to shoot someone who is also shooting at you from a galloping horse, or perhaps attempting to jump from a horse to a moving train... Rider theme could definitely come in handy, maybe.

    ~You guys should consider a caster or two. Maybe a cleric to heal yo asses... but I've got some NPCs I can round out the party with too, if needed. In this system, casters may appear to be nerfed, but it's part of keeping them balanced against the martialists. If you want caster-supremacy, there's always 3.5!

    ~Agreed that guns are a bit off... I think it's part of the balancing act, but I'm going for realism and grit, so these are the changes:

    -Hunting Rifle does 2d8 damage, range 70' and holds 17 ammo internal (Winchester '73).
    -Musket does 2d12 damage and range is 70'
    -Pistol range is 20'
    -Shotgun weighs 8 lbs and has 1 ammo internal. Double-barrel shotgun does 2d10 damage, weighs 9 lbs and has 2 ammo internal.

    ...also, firearms only cost 10% of the list. I know I told Matt 20%, but now I'm making it 10%.



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    whit10

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    Re: Radiance Q&A

    Post  whit10 on Mon Nov 05, 2012 7:41 pm

    Can we have a shout out to the hunting rifle as a breech loader and therefore a single shot weapon that requires a move action to reload and otherwise is as the hunting rifle is written?

    I was going to ask about this earlier... If you've seen the movie Quigley Down Under, then you know the Rifle I'm looking at Smile


    Are you counting muskets as rifled muskets then (no smoothbores, which could barely hit anything beyond 50 ft, period)?

    Cool on the rest. Thanks

    As for the caster stuff... I very well might multi-class later on. I just want some solid combat ability behind it. The GS can take some spell casting later on as it is as advanced powers, so we'll have some.

    ... and technically, I haven't even posted a character yet so I could change my mind and play a caster. LOL
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    Robyo

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    Re: Radiance Q&A

    Post  Robyo on Mon Nov 05, 2012 9:00 pm

    whit10 wrote:Can we have a shout out to the hunting rifle as a breech loader and therefore a single shot weapon that requires a move action to reload and otherwise is as the hunting rifle is written?

    At this point I'd rather not add complexity to the firearms rules... If you want to make your rifle a single shot, that's fine with me.
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    navyik

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    Re: Radiance Q&A

    Post  navyik on Mon Nov 05, 2012 9:14 pm

    Bravo on the gun adjustments... you realize i will have to change my equipment list again... santa
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    navyik

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    Re: Radiance Q&A

    Post  navyik on Mon Nov 05, 2012 9:26 pm

    Oh, josh, fifi is a "hand canon". Only does 1d12 damage ( which rob might think about adjusting as well), and weighs 31 lbs. It is basically a big shotgun Twisted Evil jp will not bother reloading in a fight. Point. Shoot. Pull another gun.
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    Re: Radiance Q&A

    Post  whit10 on Mon Nov 05, 2012 9:34 pm

    Alan: Heh... so it's like a big blunder buss or something.. LOL. Word

    Rob, It states for several of the guns that it requires a move action to reload them... would the GS ability Rapid Reload (which allows you to reload a weapon fully as a move action instead of a standard) essentially allow you to reload one round as a 'free action'?
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    Re: Radiance Q&A

    Post  Chris on Mon Nov 05, 2012 9:50 pm

    Robyo wrote:
    Maybe a cleric to heal yo asses...

    HEY! what is my Paladin? Chopped liver?

    Seriously, I thought the cleric blows. I took Lay on Hands - that is the best healing a PC can get. I can heal each person 2-3 times per day, depending on their alignment.

    In addition, anyone can use the Heal skill, so technically we can all heal a little bit. And hopefully everyone buys a healing pot or 2.


    I was just reading potions, anyone else notice this gem lol!

    Fertility
    You are excited and easily produce offspring.
    Color & Taste: Either white with a salty taste or pink with a
    marine taste.
    Effect: You are visibly flushed, you enjoy a +5 bonus on Diplomacy
    checks for romance, and romantic liaisons always result in offspring.
    The white potion is for men and the pink potion for women.
    Drinking the wrong potion causes permanent impotence. Cure Ailment
    ends impotence. The effect lasts 1d4 hours and ends suddenly.
    Creation: 50 gp ; Herbalism or Virility.
    Price: 100 gp.
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    Re: Radiance Q&A

    Post  whit10 on Mon Nov 05, 2012 9:53 pm

    I've got a decent Heal skill check right now and am planning on buying healing potions (we CAN do that right?)

    Yeah, Pallys are better than Clerics anyway Wink

    Had no idea until a little while ago that you didn't have to be Lawful Good Chris... my Pathfinder Pally is very envious!

    Saw the potion.. laughed my ass off.. There's a bunch of weird shit like that in this book. LOL
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    Re: Radiance Q&A

    Post  navyik on Tue Nov 06, 2012 5:00 am

    Theres condoms too...
    jp-"bah to cahndems... jacque-pierre eess too mach mahn to feet een zeess leetail ting!" tongue

    Me-shut up jp...
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    Re: Radiance Q&A

    Post  navyik on Tue Nov 06, 2012 9:07 am

    Steve bunyan, paul's lesser known descendant, (goliath) may carry some kind of light cannon depending on gm approval, but he will primarily use a very big axe. Probably barbarian. Not sure how i will get him firearms proficiency yet. Maybe start fighter.
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    Re: Radiance Q&A

    Post  MAS on Tue Nov 06, 2012 1:33 pm

    Rob -

    Does a character who multi-classes at lvl 3 still receive a "racial ability" at said level?
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    Re: Radiance Q&A

    Post  Chris on Tue Nov 06, 2012 3:08 pm

    MAS wrote:Rob -

    Does a character who multi-classes at lvl 3 still receive a "racial ability" at said level?

    I am at work, but the multiclass description says something to the effect that your new class replaces all abilities and rewards (from theme) that you would otherwise receive at that level. At least the way I read that, you would lose the 4 class abilities and the 1 racial at 3rd (5 full character pts) and replace that with 3 Core abilities, 1 basic tier and either wpn or armor prof (1) of the new class, which would again equal 5 character pts.

    However, I would be happy to add another racial ability to Marshall Sparks, if I am reading it incorrectly!
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    Re: Radiance Q&A

    Post  MAS on Tue Nov 06, 2012 3:26 pm

    "either wpn or armor prof (1) "


    THATS where that extra point was - I was only counting 4 (3 core, 1 basic).

    Looks solid , I will leave that off.
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    Re: Radiance Q&A

    Post  Chris on Tue Nov 06, 2012 3:36 pm

    after talking with Josh, I took a second look at some of the classes:

    Elementalist\Wizard - still seem a bit underwhleming, but do have good utility abilities. To me the overpowered casters were an issue at higher levels and they were too weak at low levels. Now they seem just a bit underpowered overall, but definitely better at low levels. Very good if you multiclass for the utility spells (flit, mage armor, shield, etc). Definitely need to pursue potion\scroll crafting.

    Mageblade - very impressed, I think the best single class that acts like a multiclass

    Invoker - very solid defensive class, not much on its own, but a great starting class and then multi into something more offensive. Could even be a nice arcane multi-class with an INT class. A Paladin Multi would be damn near unkillable, but would lack much punch.


    .....still very unimpressed with Cleric, artificer, medicant (except as NPC\villian)
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    Re: Radiance Q&A

    Post  Robyo on Tue Nov 06, 2012 5:18 pm

    If there's a class you want to add to or just make up entirely, it's not too difficult. I like that you can make up a new class and the point system makes it a snap to swap out abilities with other classes... Themes too. I've been thinking of making some western themes like Drifter or Avenger.

    Though what's in there is pretty dense already... One thing about fantasy genre is it's not that different from western, if you swap out the locales, names, and some equipment...

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    Re: Radiance Q&A

    Post  MAS on Wed Nov 07, 2012 5:37 pm

    Chris wrote:I thought that mini-me was really stupid and steered me away from specialist

    You do understand that the "mini-me" is not a midget? It's a follower with nearly identical stats as the PC, which could be pretty damn useful.
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    Re: Radiance Q&A

    Post  Chris on Wed Nov 07, 2012 5:45 pm

    MAS wrote:
    Chris wrote:I thought that mini-me was really stupid and steered me away from specialist

    You do understand that the "mini-me" is not a midget? It's a follower with nearly identical stats as the PC, which could be pretty damn useful.

    What? No, they mean a short bald midget, I am sure of it! scratch
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    Re: Radiance Q&A

    Post  whit10 on Thu Nov 08, 2012 12:13 am

    It's not... that would actually be funnier it was. Wink
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    Re: Radiance Q&A

    Post  navyik on Thu Nov 08, 2012 5:34 am

    One.of.my character concepts (brick rockman, professionall hero) would prefer an actual mini-me. He would look like wee man when he wears the cape and tights. He would go by the name mortarboy. jocolor
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    Re: Radiance Q&A

    Post  whit10 on Thu Nov 08, 2012 11:02 am

    You're mental Wink
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    Re: Radiance Q&A

    Post  Chris on Thu Nov 08, 2012 1:14 pm

    navyik wrote:Steve bunyan, paul's lesser known descendant, (goliath)

    So if Steven Bunyan had a mini-me, would that make him a normal sized human?
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    Re: Radiance Q&A

    Post  navyik on Thu Nov 08, 2012 2:17 pm

    His would need to be a dwarf.i.think. steve will be multiclassed though. Cool
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    Re: Radiance Q&A

    Post  Robyo on Fri Nov 09, 2012 5:30 pm

    Alan, how many characters are you planning on making/running? Just curious...
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    Re: Radiance Q&A

    Post  navyik on Fri Nov 09, 2012 8:34 pm

    Got a few.ideas. whadaya need?
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    Re: Radiance Q&A

    Post  Robyo on Sat Nov 10, 2012 4:07 pm

    navyik wrote:Got a few.ideas. whadaya need?

    not much, just a concept of what you have in mind drunken
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    Re: Radiance Q&A

    Post  Chris on Sat Nov 10, 2012 6:47 pm

    Robyo wrote:
    navyik wrote:Got a few.ideas. whadaya need?

    not much, just a concept of what you have in mind drunken

    as Nancy Reagan would advise, "just say Evil or Very Mad "
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    Re: Radiance Q&A

    Post  Chris on Sat Nov 10, 2012 7:14 pm

    I am curious to see how Radiance's vitality points actually play out, since the rules are a bit different than Star Wards d20's vitality system.

    RPG says you recover your level x Con mod per nights rest of vitality, plus 5+ Con mod after a 2 hr rest (1 per day).

    plus you have the Revitalize from Heal skill
    Revitalize: After 1 minute of work and a successful DC 12
    check, an adjacent ally regains a number of vitality points equal to
    your Wisdom bonus (minimum 1). A creature can benefit from this
    only once daily.


    which I interpret as 1 Revitalize per day, not 1 per healer.

    It just seems like the party will need to rest 1 full day (6 hrs sleep + 2 hr nap) to get back up to full vitality, which we could potentially need after each fight. Except for the Heal skill (Wis mod), there is no other way to regain vitality. All the healing abilities restore Wound Points ONLY.

    It just seems odd that Wounds are very easy to heal and vitality is hard. I would have expected the reverse. In other d20 systems healing covered hit points (vitality pts + wound pts).

    Without playing the system, I am not suggesting we change the rules yet. But it would seem to me to make sense that healing abilities would heal wounds first, then restore vitality if the person were at full wounds. That would at least allow a party to fully restore itself an extra 1-2 times per day.

    Anyways, jsut something I noticed since I have built 2 toons with healing abilities and I am now aware of the mechanics.
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    Re: Radiance Q&A

    Post  navyik on Sat Nov 10, 2012 8:18 pm

    Chris, most of the themes have abilities to.restore vitality; the classes too.

    Rob, steve bunyan is a lumberjack. Barbarian/fighter. Dilletant due to multiclass order. He uses a greataxe (an ovesized wood axe), and maybe a sawed off shotgun in one hand or a musket.

    The blue avenger is a flying superhero (wizard speciallist, but don't mistake him for a stand in the back fireballer. He is a goblin but is always disguised in a blue superhero getup with a capital A on his chest. Specialist at low level but he will branch out at higher.level(probably mageblade).

    Olistaff is a wizard scientist who obsesses over book learning and is always a little surprized to experience real life. He stutters like jimmy stewart and warns oponents that he knows karate before combat. He is fascinated with technology. Dont know if he will multiclass yet; maybe druid or invoker?

    Brick rockman is a pompous ass of a self acclaimed hero. He travels with an entourage and takes credit for the party's successes and blames others for failure. He never uses a projectile weapon. He will pattently ignore anyone who fails to adress him by his full name: brick rockman.

    Books are written and embellished telling of his mighty deeds.
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    Re: Radiance Q&A

    Post  Chris on Sat Nov 10, 2012 9:16 pm

    navyik wrote:Chris, most of the themes have abilities to.restore vitality; the classes too.



    This word you are using... I do not think it means what you think it means pirat

    seriously - Romantic has to have 1 hour of sex to regain 2, rider can only replenish his mount, specialist can 1 time per day use an ability for free. no other themes restore vitality.

    there are a handful of classes that have a 1 time per day 1d6 vitality restore - but they must be used immediately in that round to power abilities or lose it. Mana surge, psychic surge, vitality surge etc. (only caster and gallant)

    I have actually looked for this, since I noticed it seemed to be a problem. Many classes have abilities that restore wound points, but not vitality
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    Re: Radiance Q&A

    Post  Robyo on Sat Nov 10, 2012 10:20 pm

    You guys are aware that there's an errata sheet on the website? It's not too long, only a handful of fixes (the system has been "out in the wild" for a few months).

    ERRATA!
    The following updates advance you from version "L" to version "P" of "Radiance Players Guide".

    Page 50: The Sanctuary ability now reads:
    SanctuaryM: As a move action, the next foe that directly targets you before your next turn must resist
    using Will or not do so and take a different action. Your attacking ends the effect. Costs 1 vitality.
    The ability is also updated on page 134 (for Esmariah) and on page 262 (for the Deacon townie).

    Pages 50-51: Due to added space, the cleric gained 2 new abilities: Healer and Gods Lore.
    Updated for “N”

    Pages 54, 136, and 199: Call Lightning affords a save using Fortitude except when used outdoors.

    Page 58: The Push Back ability is renamed Bull Rush.

    Page 65: The inquisitor's Intense Pain ability now requires 5 vitality.

    Page 70: Under the Medicant, the text now reads:
    Inflict Wounds(M): One adjacent target suffers 1d3 acid wound damage as you twist its flesh and bones.
    Fortitude resists. Requires Cure Wounds. Costs 1 vitality.

    Page 91: Under Voodoo Doll, the shaman can no longer heal vitality through the doll, and the various actions on
    the doll are clearly limited to once daily.

    Page 170: Under Mimetic Skin, added a sentence: "Attacking disrupts the flow and ends the invisibility effect."

    Page 229: The "Napping" rule is simplified and improved to restore 1 vitality per level.

    Page 255: The Special entry under Titan League now only grants "1 basic ability for which you qualify".
    Updated for “P”

    Page 71: Skinned Alive costs 5 vitality to use.
    The entry is also updated on page 148. Due to added space, the Thulzuur offers 1 more boon.

    Page 73: Deflect Arrows is an immediate action.

    Page 136: Noble Beauty no longer affects ageing though it retains its other benefit. Moreover, due to added
    space, there a new paragon ability called Ageless that now belays aging instead.


    Last edited by Robyo on Sun Nov 11, 2012 8:12 am; edited 1 time in total

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