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Anyone check out Radiance RPG yet?
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<blockquote data-quote="AncientSpirits" data-source="post: 6028484" data-attributes="member: 55778"><p>I really enjoyed writing chapter 13. It is meant as a blessing to GMs to reduce prep time and also more easily GM the life settlements and their cultures.</p><p></p><p>I wouldn't say there are "many" errors, but yes, they do linger here and there, and specifics as you've pointed out are truly much appreciated, especially concealment when cover was meant! Even the editor, after seeing the same text for 2 years, has developed jaded eyes.</p><p></p><p>Regarding vitality, generally, abilities have a vitality cost only if they are magical or reflect some kind of great heroic act. Actions like Cleave and Charge never require vitality. So we don't feel a disconnect. The system is balanced so that front-line characters like fighters rarely expend vitality on actions and thus can absorb hits while characters like wizards are expending vitality to cast spells, and thus should remain in the back-line, just like classic D&D. The exception is a character like the mageblade who has special defensive and movement abilities that hopefully reduce getting hit and thus allow him more magic options.</p><p></p><p>The GM's guide has been more challenging than expected to finish, mainly the last 15% has been a bear to ensure monster stats are vetted, GMs get the tools they need, and encounter templates (with maps) are still very flexible for GMs to customize and run as they like. The defacto date is Oct 15th, which isn't as soon as I wanted, but that's a challenge of publishing!</p></blockquote><p></p>
[QUOTE="AncientSpirits, post: 6028484, member: 55778"] I really enjoyed writing chapter 13. It is meant as a blessing to GMs to reduce prep time and also more easily GM the life settlements and their cultures. I wouldn't say there are "many" errors, but yes, they do linger here and there, and specifics as you've pointed out are truly much appreciated, especially concealment when cover was meant! Even the editor, after seeing the same text for 2 years, has developed jaded eyes. Regarding vitality, generally, abilities have a vitality cost only if they are magical or reflect some kind of great heroic act. Actions like Cleave and Charge never require vitality. So we don't feel a disconnect. The system is balanced so that front-line characters like fighters rarely expend vitality on actions and thus can absorb hits while characters like wizards are expending vitality to cast spells, and thus should remain in the back-line, just like classic D&D. The exception is a character like the mageblade who has special defensive and movement abilities that hopefully reduce getting hit and thus allow him more magic options. The GM's guide has been more challenging than expected to finish, mainly the last 15% has been a bear to ensure monster stats are vetted, GMs get the tools they need, and encounter templates (with maps) are still very flexible for GMs to customize and run as they like. The defacto date is Oct 15th, which isn't as soon as I wanted, but that's a challenge of publishing! [/QUOTE]
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Anyone check out Radiance RPG yet?
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