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Anyone check out Radiance RPG yet?
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<blockquote data-quote="AncientSpirits" data-source="post: 6030638" data-attributes="member: 55778"><p>Thanks for sharing your experience. Hmm, a brawler: a barbarian/monk hybrid. There is still some room in the Expansion Kit for another class and race. I imagine some folks would like to play a wookie, gorilla-man, or such, which also fit with the yeti. I'm warming up to the idea! </p><p></p><p>As for GMing, here are some suggestions:</p><p>-- Utilize townies/alders. They add a lot of variety and are easy to use.</p><p>-- Note key pages numbers for breaking/entering, hazards, town encounters, etc. (And the Masters Guide with have a GM's screen with set of pages to print with all the essentials on them.)</p><p>-- Traps are covered under the Mechanics skill. (And the Masters Guide will have a bunch of premade traps).</p><p>-- Utilize the monster folio. And you're welcome to message me if you need a particular monster that isn't in there.</p><p>-- Make a matrix that has the PCs' basic info including their saves. Since saves are passive like in 4E, you will be rolling the saves. </p><p></p><p>About longterm success, at this point, I'm still shocked (in a good way) that so many folks are downloading it and even playing it. Fortunately, it comes with a lot of options and has a mathematical foundation that allows a lot of new and custom stuff. For example, in the Masters Guide, each monster entry comes with a line that modifies vitality and damage such that the monster is the same level but plays very different (quick play, but more more dangerous). And there are many ways to use faith points, to substitute out the themes for some other rewards such as troops in a military campaign, and so forth. I'm just starting to get my head around it all myself!</p></blockquote><p></p>
[QUOTE="AncientSpirits, post: 6030638, member: 55778"] Thanks for sharing your experience. Hmm, a brawler: a barbarian/monk hybrid. There is still some room in the Expansion Kit for another class and race. I imagine some folks would like to play a wookie, gorilla-man, or such, which also fit with the yeti. I'm warming up to the idea! As for GMing, here are some suggestions: -- Utilize townies/alders. They add a lot of variety and are easy to use. -- Note key pages numbers for breaking/entering, hazards, town encounters, etc. (And the Masters Guide with have a GM's screen with set of pages to print with all the essentials on them.) -- Traps are covered under the Mechanics skill. (And the Masters Guide will have a bunch of premade traps). -- Utilize the monster folio. And you're welcome to message me if you need a particular monster that isn't in there. -- Make a matrix that has the PCs' basic info including their saves. Since saves are passive like in 4E, you will be rolling the saves. About longterm success, at this point, I'm still shocked (in a good way) that so many folks are downloading it and even playing it. Fortunately, it comes with a lot of options and has a mathematical foundation that allows a lot of new and custom stuff. For example, in the Masters Guide, each monster entry comes with a line that modifies vitality and damage such that the monster is the same level but plays very different (quick play, but more more dangerous). And there are many ways to use faith points, to substitute out the themes for some other rewards such as troops in a military campaign, and so forth. I'm just starting to get my head around it all myself! [/QUOTE]
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Anyone check out Radiance RPG yet?
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