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Anyone check out Radiance RPG yet?
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<blockquote data-quote="AncientSpirits" data-source="post: 6115687" data-attributes="member: 55778"><p>The saves as defenses makes play go faster, though some players feel it takes the fun of them rolling to defend themselves. Personally, I preferred it from the start, as it also gives back some narrative control to the GM.</p><p></p><p>Skills is one area that I definitely had second (and third) thoughts about. The current system works well enough in play even though, *on paper*, it can look a little wonky. By the time I considered a different way to do skills, game development was so far along, and skills so integrated into everything, there was no going back. I do believe now that re-rolls, rather than bonuses, is probably the better way to go in allowing a more predictable play experience.</p><p></p><p>I love vitality and wounds. No more falling 200 ft onto stony ground and then getting up as if little occurred. And I decided to implement the dazed rule as standard rather than optional, when characters suffer wound damage for the first time. It makes fights that much more exciting beyond "is it bleeding yet?"</p><p></p><p>The knock out rule came up on day 1 of our first ongoing campaign a few years ago. Five 1st-level PCs trying to subdue a giant moa bird. The knock out rules allow most PCs to overcome low-level NPCs without killing them.</p><p></p><p>I've always enjoyed the lower levels of play. Except for a campaign in 1st edition some 25-30 years ago, I've always ended games before 15th level. Although the power curve is flatter, by 12th to 14th level in Radiance, the PCs are still quite powerful. The main benefit: The GM retains more control of the environment until the highest levels, with teleport, scry, etc pushed way up there. So the PCs are nasty in combat, for example, but the players still need to investigate, spy, think, etc to figure out the usual who, what, why, where, and how.</p></blockquote><p></p>
[QUOTE="AncientSpirits, post: 6115687, member: 55778"] The saves as defenses makes play go faster, though some players feel it takes the fun of them rolling to defend themselves. Personally, I preferred it from the start, as it also gives back some narrative control to the GM. Skills is one area that I definitely had second (and third) thoughts about. The current system works well enough in play even though, *on paper*, it can look a little wonky. By the time I considered a different way to do skills, game development was so far along, and skills so integrated into everything, there was no going back. I do believe now that re-rolls, rather than bonuses, is probably the better way to go in allowing a more predictable play experience. I love vitality and wounds. No more falling 200 ft onto stony ground and then getting up as if little occurred. And I decided to implement the dazed rule as standard rather than optional, when characters suffer wound damage for the first time. It makes fights that much more exciting beyond "is it bleeding yet?" The knock out rule came up on day 1 of our first ongoing campaign a few years ago. Five 1st-level PCs trying to subdue a giant moa bird. The knock out rules allow most PCs to overcome low-level NPCs without killing them. I've always enjoyed the lower levels of play. Except for a campaign in 1st edition some 25-30 years ago, I've always ended games before 15th level. Although the power curve is flatter, by 12th to 14th level in Radiance, the PCs are still quite powerful. The main benefit: The GM retains more control of the environment until the highest levels, with teleport, scry, etc pushed way up there. So the PCs are nasty in combat, for example, but the players still need to investigate, spy, think, etc to figure out the usual who, what, why, where, and how. [/QUOTE]
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Anyone check out Radiance RPG yet?
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