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<blockquote data-quote="CapnZapp" data-source="post: 4608832" data-attributes="member: 12731"><p>Thanks Carl/Syrsuro!</p><p></p><p>The delay was meant merely to give characters time to throw the rod, so its origin square could be "somewhere else" even when you can't move the lighted rod. After thinking a bit about this, how about:</p><p>"It's a minor action to activate the rod. It's a move action to throw it, if desired. The rod takes effect (and becomes immovable) one move action after being activated, allowing a character to light it, move or throw, then attack assisted by its light." </p><p></p><p>But I guess "the rod starts to give light / turns into motes at the end of your turn" is easier, less fussy, more standard, and all around "good enough".</p><p></p><p>The wiping away thing was because otherwise I feel it's far too powerful for a rod to provide guaranteed light that is effectively inextinguishable by most mundane means.</p><p></p><p>My adding "motes" to the description should be interpreted as a fluff thing, helping to explain the effects. I never intended this to extend the rod's functionality. Specifically, the light from a sun- or moonrod still radiates from an origin square. I should probably clarify the motes doesn't fill up the entire area, they stay in a small sphere wherever the rod was at the time. The light doesn't travel around corners: you still need line of sight to light up a specific square.</p><p></p><p>My only reason for having the motes in the first place was because I wanted the light source to have the "immovable" restriction. Turning the rod into hotly glowing embers that can't be moved (my first attempt at a solution) created more problems than it solved (the heat could be abused, fire restance could allow movement of the light, as a physical substance it could be stored or teleported, etc etc). </p><p></p><p>"Magical motes" have far fewer issues.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4608832, member: 12731"] Thanks Carl/Syrsuro! The delay was meant merely to give characters time to throw the rod, so its origin square could be "somewhere else" even when you can't move the lighted rod. After thinking a bit about this, how about: "It's a minor action to activate the rod. It's a move action to throw it, if desired. The rod takes effect (and becomes immovable) one move action after being activated, allowing a character to light it, move or throw, then attack assisted by its light." But I guess "the rod starts to give light / turns into motes at the end of your turn" is easier, less fussy, more standard, and all around "good enough". The wiping away thing was because otherwise I feel it's far too powerful for a rod to provide guaranteed light that is effectively inextinguishable by most mundane means. My adding "motes" to the description should be interpreted as a fluff thing, helping to explain the effects. I never intended this to extend the rod's functionality. Specifically, the light from a sun- or moonrod still radiates from an origin square. I should probably clarify the motes doesn't fill up the entire area, they stay in a small sphere wherever the rod was at the time. The light doesn't travel around corners: you still need line of sight to light up a specific square. My only reason for having the motes in the first place was because I wanted the light source to have the "immovable" restriction. Turning the rod into hotly glowing embers that can't be moved (my first attempt at a solution) created more problems than it solved (the heat could be abused, fire restance could allow movement of the light, as a physical substance it could be stored or teleported, etc etc). "Magical motes" have far fewer issues. [/QUOTE]
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