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Anyone check out Radiance RPG yet?
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<blockquote data-quote="AncientSpirits" data-source="post: 6117408" data-attributes="member: 55778"><p>A gunslinger is proficient with all firearms and the zap gun is a firearm, so in the most basic ways (aim, fire, etc), he is proficient with it. That said, electrotech requires Electrotech ability and access to the Technics skill "to use properly" (paragraph 1 of page 176). There's always improper use! </p><p></p><p>There are no rules for improper use. However, we can work off of the "Operate Tech" option under the Technics skill (page 177). Use the Technics skill rules here but apply a -10 or -2 penalty with the understanding that results at or below a "1" indicate a malfunction. Maybe apply a -10 the first use and -2 whenever he he uses the zap gun thereafter. </p><p></p><p>(BTW: Being trained in the skill negates the need for additional rolls after the first use, but since he's not trained, he has to roll each time). </p><p></p><p>I suspect the player will wish to get his PC trained in Electrotech at some point but may remain fairly satisfied for the time being. </p><p></p><p>This does not allow the PC to use any of the other Technics options such as Craft Tech or Tech Repair. </p><p></p><p>------------</p><p></p><p>If you want, this all boils down to a single rule: For folks untrained in electrotech, apply a 50% chance of failure to use the item until the PC gets it to work, then apply a 1 in 6 chance of failure thereafter. </p><p></p><p>------------</p></blockquote><p></p>
[QUOTE="AncientSpirits, post: 6117408, member: 55778"] A gunslinger is proficient with all firearms and the zap gun is a firearm, so in the most basic ways (aim, fire, etc), he is proficient with it. That said, electrotech requires Electrotech ability and access to the Technics skill "to use properly" (paragraph 1 of page 176). There's always improper use! There are no rules for improper use. However, we can work off of the "Operate Tech" option under the Technics skill (page 177). Use the Technics skill rules here but apply a -10 or -2 penalty with the understanding that results at or below a "1" indicate a malfunction. Maybe apply a -10 the first use and -2 whenever he he uses the zap gun thereafter. (BTW: Being trained in the skill negates the need for additional rolls after the first use, but since he's not trained, he has to roll each time). I suspect the player will wish to get his PC trained in Electrotech at some point but may remain fairly satisfied for the time being. This does not allow the PC to use any of the other Technics options such as Craft Tech or Tech Repair. ------------ If you want, this all boils down to a single rule: For folks untrained in electrotech, apply a 50% chance of failure to use the item until the PC gets it to work, then apply a 1 in 6 chance of failure thereafter. ------------ [/QUOTE]
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Anyone check out Radiance RPG yet?
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