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Anyone check out Radiance RPG yet?
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<blockquote data-quote="AncientSpirits" data-source="post: 6320944" data-attributes="member: 55778"><p>Glad to hear. The goal is to make downtime more enticing and meaningful so that a campaign can run over a decade or more of game time, see characters raise families, expand their holdings, etc. The next campaign I run will, from the start, explicitly incorporate kits. PCs can take the kits multiple times, though the duration can get long, so ideally there's some agreement and thought about when to give downtime.</p><p></p><p></p><p></p><p>Yes, all abilities are always reprinted in whole for ease of reference during play, the exact opposite of Pathfinder in that regard. </p><p></p><p>Afterlife Insights differs in one major respect from Augury: It's nonmagical. The person is recalling events from his or her past, and while those events were magical, the act of remembering is not. So there are situations where the ability might play out differently, not be augmentable, etc.</p><p></p><p>Augury is intermediate tier because it is a level 2 spell in d20. Spells of level 2 and 3 are, almost always, intermediate tier in Radiance. (Psionic Blast is an example of an exception, coming in as advanced tier, because it should probably be a level 4 psionic ability in d20, IMO.)</p><p></p><p></p><p></p><p>Disturbing Dreams only occurs when the character has used Afterlife Insights, whether once or multiple times. There are several reasons it's not folded in to Afterlife Insights:</p><p> -- It is a hindrance (-1 design points) to offset the fact that this kit has 6 design points worth of benefits rather than the usual 5.</p><p> -- The abilities Miracle and Wish that can remove hindrances like this, so why not stat it out separately to let the PC (or NPC) strive for that?</p><p> -- It's -3 vitality because for 1 design point a character can get +3 vitality. </p><p></p><p>I admit it's a tad fiddly. The description says "you awaken with <span style="color: #3E3E3E">3 fewer vitality points". So the penalty is applied after all other healing, etc.</span></p><p></p><p></p><p></p><p>Yes, it's for RP. Thank you for the suggestion to have more of these. There's space in the book, so why not, right! It might encourage more role-play rather than just seeing a kit for its benefits. It could be fun too to come up with a similar flavor piece for each kit, without hindering GM prerogative and player creativity of course.</p><p></p><p></p><p></p><p>Yes, the rakasha ability Nine Lives (RPG, page 33) works the same way. It's a racial ability, which means it would normally be basic tier (1 design point), but I wanted to give the rakasha something extra special, and it's not like anyone but a rakasha can take it anyway. It's sort of like how a kobold can take Dodge.</p></blockquote><p></p>
[QUOTE="AncientSpirits, post: 6320944, member: 55778"] Glad to hear. The goal is to make downtime more enticing and meaningful so that a campaign can run over a decade or more of game time, see characters raise families, expand their holdings, etc. The next campaign I run will, from the start, explicitly incorporate kits. PCs can take the kits multiple times, though the duration can get long, so ideally there's some agreement and thought about when to give downtime. Yes, all abilities are always reprinted in whole for ease of reference during play, the exact opposite of Pathfinder in that regard. Afterlife Insights differs in one major respect from Augury: It's nonmagical. The person is recalling events from his or her past, and while those events were magical, the act of remembering is not. So there are situations where the ability might play out differently, not be augmentable, etc. Augury is intermediate tier because it is a level 2 spell in d20. Spells of level 2 and 3 are, almost always, intermediate tier in Radiance. (Psionic Blast is an example of an exception, coming in as advanced tier, because it should probably be a level 4 psionic ability in d20, IMO.) Disturbing Dreams only occurs when the character has used Afterlife Insights, whether once or multiple times. There are several reasons it's not folded in to Afterlife Insights: -- It is a hindrance (-1 design points) to offset the fact that this kit has 6 design points worth of benefits rather than the usual 5. -- The abilities Miracle and Wish that can remove hindrances like this, so why not stat it out separately to let the PC (or NPC) strive for that? -- It's -3 vitality because for 1 design point a character can get +3 vitality. I admit it's a tad fiddly. The description says "you awaken with [COLOR=#3E3E3E]3 fewer vitality points". So the penalty is applied after all other healing, etc.[/COLOR] Yes, it's for RP. Thank you for the suggestion to have more of these. There's space in the book, so why not, right! It might encourage more role-play rather than just seeing a kit for its benefits. It could be fun too to come up with a similar flavor piece for each kit, without hindering GM prerogative and player creativity of course. Yes, the rakasha ability Nine Lives (RPG, page 33) works the same way. It's a racial ability, which means it would normally be basic tier (1 design point), but I wanted to give the rakasha something extra special, and it's not like anyone but a rakasha can take it anyway. It's sort of like how a kobold can take Dodge. [/QUOTE]
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