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Anyone check out Radiance RPG yet?
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<blockquote data-quote="AncientSpirits" data-source="post: 6116193" data-attributes="member: 55778"><p>For all abilities that modify an attack, you apply it after you've made the attack roll but before you learn the result of that roll.</p><p></p><p></p><p></p><p>One word: Duergar. </p><p>Rather than describing duergar as an evil offshoot of dwarves, I describe them as an ancient ancestor who was psionic. Also, there is a fair amount of aberration activity in Radiance and among the races, dwarves lent themselves better than some other races, who already had their niches (gnomes and tech, etc). </p><p></p><p></p><p></p><p>Technically, the 20 year limit is to "gain experience". Since adding a townie profession doesn't involve earning experience points, and in light of the trope of the retired adventurer, then yes, PCs have a future after adventuring and can also take breaks to develop a profession before starting again. Ultimately, that means the 20 year limit is very generous (and we mortal humanoids are quite exceptional!)</p><p></p><p></p><p></p><p>Yes, just as you say, described on page 31 of the Masters Guide under multiclassing, in the last paragraph of that section.</p><p></p><p>Swapping out one weapon group for another is entirely appropriate as suited to a campaign setting.</p><p></p><p></p><p></p><p><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="AncientSpirits, post: 6116193, member: 55778"] For all abilities that modify an attack, you apply it after you've made the attack roll but before you learn the result of that roll. One word: Duergar. Rather than describing duergar as an evil offshoot of dwarves, I describe them as an ancient ancestor who was psionic. Also, there is a fair amount of aberration activity in Radiance and among the races, dwarves lent themselves better than some other races, who already had their niches (gnomes and tech, etc). Technically, the 20 year limit is to "gain experience". Since adding a townie profession doesn't involve earning experience points, and in light of the trope of the retired adventurer, then yes, PCs have a future after adventuring and can also take breaks to develop a profession before starting again. Ultimately, that means the 20 year limit is very generous (and we mortal humanoids are quite exceptional!) Yes, just as you say, described on page 31 of the Masters Guide under multiclassing, in the last paragraph of that section. Swapping out one weapon group for another is entirely appropriate as suited to a campaign setting. :-) [/QUOTE]
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Anyone check out Radiance RPG yet?
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