Radiance: Roleplaying Game Rules

Mar 04, 2009 19:50


   Radiance games use a dedicated game mechanic based on six-sided and eight-sided dice. Almost all actions and situations in a Radiance scenario are resolved using the same basic rules, described ( under the cut )

rules, radiance, science fiction

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spidercat March 4 2009, 15:55:56 UTC
Sounds like something a bit similar in concept to both wild talents and cthulhutech - both of which I enjoy, so yay!

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sim_james March 4 2009, 21:15:33 UTC
I haven't read Cthulhutech. The dice pool mechanic described above is similar to The Whispering Vault (which I was running when I originally devised it) and Yahtzee. It uses two different kinds of dice so that attributes and skills have different effects - I wanted a skilled professional to get slightly higher results consistently than a gifted amateur with the same number of dice; thus the wild 8s.

There is a more obvious comparison to the One Roll Engine/Reign when you look at the rules for cohorts, which are groups of characters with shared goals and resources (for example, a group of PCs). Cohorts are similar to Companies in Greg Stolze's Reign RPG. I even considered simply using Reign after it was released, but decided against it. Converting Reign to a science fiction setting would be at least as much work as finishing Radiance, and I didn't want to scrap my existing work. Radiance seemed to work just fine at Sydcon last year, and will get another test at Eye-con next month. I'm even thinking of using it at GenCon in September.

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sim_james March 5 2009, 05:06:32 UTC
I did crunch the numbers some time ago; I wanted to make sure that the difficulty thresholds I'd chosen were appropriate. I'll post them here after I get home later tonight.

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Probabilities, part one sim_james March 5 2009, 12:14:33 UTC
( Attribute 1 , Skill 0 ) vs. ( Diff 6 ) = 16.7 ( ... )

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Probabilities, part two sim_james March 5 2009, 12:15:08 UTC
( Attribute 3 , Skill 0 ) vs. ( Diff 6 ) = 60.6 ( ... )

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