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		<title><![CDATA[Furiously Eclectic People - Pools of Radiance]]></title>
		<link>http://furiouslyeclectic.com/forum/</link>
		<description><![CDATA[Furiously Eclectic People - http://furiouslyeclectic.com/forum]]></description>
		<pubDate>Tue, 30 Jun 2026 22:58:04 +0000</pubDate>
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			<title><![CDATA[October Spooky Magical Mysterium Thread]]></title>
			<link>http://furiouslyeclectic.com/forum/showthread.php?tid=497</link>
			<pubDate>Fri, 02 Oct 2020 00:49:32 -0400</pubDate>
			<dc:creator><![CDATA[<a href="http://furiouslyeclectic.com/forum/member.php?action=profile&uid=4">Oedipussy Rex</a>]]></dc:creator>
			<guid isPermaLink="false">http://furiouslyeclectic.com/forum/showthread.php?tid=497</guid>
			<description><![CDATA[Well, September didn't go as well as I had hoped.<span style="color: #333333;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"> Whatever.</span></span></span> It's fine. Just swell.<br />
<br />
But October! October is going to be great. October is magic month. Yeah. Let's do this. Magic. It's an illuuuuusion.]]></description>
			<content:encoded><![CDATA[Well, September didn't go as well as I had hoped.<span style="color: #333333;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"> Whatever.</span></span></span> It's fine. Just swell.<br />
<br />
But October! October is going to be great. October is magic month. Yeah. Let's do this. Magic. It's an illuuuuusion.]]></content:encoded>
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			<title><![CDATA[September Monster Thread]]></title>
			<link>http://furiouslyeclectic.com/forum/showthread.php?tid=495</link>
			<pubDate>Mon, 31 Aug 2020 20:00:32 -0400</pubDate>
			<dc:creator><![CDATA[<a href="http://furiouslyeclectic.com/forum/member.php?action=profile&uid=4">Oedipussy Rex</a>]]></dc:creator>
			<guid isPermaLink="false">http://furiouslyeclectic.com/forum/showthread.php?tid=495</guid>
			<description><![CDATA[Setting up the thread. In September I'm not going to try to make a post every day but to average one monster a day. And I'm not going to cheat by creating 15 varieties of Skeleton.]]></description>
			<content:encoded><![CDATA[Setting up the thread. In September I'm not going to try to make a post every day but to average one monster a day. And I'm not going to cheat by creating 15 varieties of Skeleton.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[August Radiance Thread]]></title>
			<link>http://furiouslyeclectic.com/forum/showthread.php?tid=493</link>
			<pubDate>Mon, 03 Aug 2020 04:04:13 -0400</pubDate>
			<dc:creator><![CDATA[<a href="http://furiouslyeclectic.com/forum/member.php?action=profile&uid=4">Oedipussy Rex</a>]]></dc:creator>
			<guid isPermaLink="false">http://furiouslyeclectic.com/forum/showthread.php?tid=493</guid>
			<description><![CDATA[So. I've been sitting on this for too long. I need to get it done in order to move on to the next project that I've been putting off. As such. I'll be making a post every day this month. Since I'm two days behind, this will be a triple post.<br />
<hr class="mycode_hr" />
Some definitions<br />
Size of stat: The Rank of die allowed by a Depth stat (1-5) or the maximum number of dice allowed in a pool by a Width stat (1-10).<br />
Size of a pool: the number of dice actually in the pool.<br />
<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">Time in Pools of Radiance</span><br />
I'm sticking with the terminology used in <span style="font-weight: bold;" class="mycode_b">Ə</span> and using Combat, Adventure, and Travel Turns. However, unlike <span style="font-weight: bold;" class="mycode_b">Ə</span>, these time units represent a specific amount of time: Combat - 12 seconds, Adventure - 50 Combat Turns or 10 minutes, Travel - 300 Combat Turns or 6 Adventure Turns or 1 hour.<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">Death in PoR</span><br />
Death in Combat: When the number of Wounds and Hits meets or exceeds the character's Health (note that damage does not take away from a character's Health but Health is the amount damage a character can take) the character falls unconscious and starts bleeding out. Each Turn thereafter one Hit will convert to a Wound, and when the number of Wounds equals the character's Health the character dies. This process halts when the character receives treatment that reduces the Hit/Wound total to less than the character's Health. When bleeding out, any attacks are automatic Wounds.<br />
<br />
Death Outside of Combat: First, Hits only exist during and just after combat. Any damage incurred outside of combat results in Wounds. Second, there are two situations of death outside of combat.<br />
1) Death from a long-term affliction, such as an illness, occurs when the number of Wounds meets or exceeds Health. That's it. Dead. You had plenty of time to do something about it and yet here you are, rolling up another character. You have no one to blame but yourself.<br />
2) If the number of Wounds exceeds Health because of a sudden trauma -- traps, falling rocks, instantaneous vertical deceleration, etc. -- the character falls unconscious and loses 1 Health each Turn (either Combat or Adventure, depending on game factors). When Health reaches 0, the character dies. The character recovers when treated so that the number of Wounds is less than the current Health. The loss of Health is permanent.<br />
<hr class="mycode_hr" />
Bonus post that I'm going to count as credit some time later<br />
Fatigue: The number of Turns a character can perform a strenuous task is the size of the character's Stamina stat. After this point must rest or suffer a penalty to further skill rolls. (I'm still trying to decide whether the penalty will be an increase in the Target Number or an increase in the number of Successes required. Time to crunch some more numbers.)]]></description>
			<content:encoded><![CDATA[So. I've been sitting on this for too long. I need to get it done in order to move on to the next project that I've been putting off. As such. I'll be making a post every day this month. Since I'm two days behind, this will be a triple post.<br />
<hr class="mycode_hr" />
Some definitions<br />
Size of stat: The Rank of die allowed by a Depth stat (1-5) or the maximum number of dice allowed in a pool by a Width stat (1-10).<br />
Size of a pool: the number of dice actually in the pool.<br />
<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">Time in Pools of Radiance</span><br />
I'm sticking with the terminology used in <span style="font-weight: bold;" class="mycode_b">Ə</span> and using Combat, Adventure, and Travel Turns. However, unlike <span style="font-weight: bold;" class="mycode_b">Ə</span>, these time units represent a specific amount of time: Combat - 12 seconds, Adventure - 50 Combat Turns or 10 minutes, Travel - 300 Combat Turns or 6 Adventure Turns or 1 hour.<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">Death in PoR</span><br />
Death in Combat: When the number of Wounds and Hits meets or exceeds the character's Health (note that damage does not take away from a character's Health but Health is the amount damage a character can take) the character falls unconscious and starts bleeding out. Each Turn thereafter one Hit will convert to a Wound, and when the number of Wounds equals the character's Health the character dies. This process halts when the character receives treatment that reduces the Hit/Wound total to less than the character's Health. When bleeding out, any attacks are automatic Wounds.<br />
<br />
Death Outside of Combat: First, Hits only exist during and just after combat. Any damage incurred outside of combat results in Wounds. Second, there are two situations of death outside of combat.<br />
1) Death from a long-term affliction, such as an illness, occurs when the number of Wounds meets or exceeds Health. That's it. Dead. You had plenty of time to do something about it and yet here you are, rolling up another character. You have no one to blame but yourself.<br />
2) If the number of Wounds exceeds Health because of a sudden trauma -- traps, falling rocks, instantaneous vertical deceleration, etc. -- the character falls unconscious and loses 1 Health each Turn (either Combat or Adventure, depending on game factors). When Health reaches 0, the character dies. The character recovers when treated so that the number of Wounds is less than the current Health. The loss of Health is permanent.<br />
<hr class="mycode_hr" />
Bonus post that I'm going to count as credit some time later<br />
Fatigue: The number of Turns a character can perform a strenuous task is the size of the character's Stamina stat. After this point must rest or suffer a penalty to further skill rolls. (I'm still trying to decide whether the penalty will be an increase in the Target Number or an increase in the number of Successes required. Time to crunch some more numbers.)]]></content:encoded>
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			<title><![CDATA[[DT] Pools of Radiance (for now)]]></title>
			<link>http://furiouslyeclectic.com/forum/showthread.php?tid=33</link>
			<pubDate>Sat, 12 Apr 2014 02:31:52 -0400</pubDate>
			<dc:creator><![CDATA[<a href="http://furiouslyeclectic.com/forum/member.php?action=profile&uid=4">Oedipussy Rex</a>]]></dc:creator>
			<guid isPermaLink="false">http://furiouslyeclectic.com/forum/showthread.php?tid=33</guid>
			<description><![CDATA[or: How I Learned to Stop Worrying and Pool the Dice<br />
<br />
The skinny: Dice pools need to be built for everything -- spells, skills, proficiencies, etc. Stats don't provide the dice for the pools; stats limit the pool.<br />
<br />
The fat:<br />
There are five Ranks of dice: d4, d6, d8, d10, and d12.<br />
A set of one of each die {d4,d6,d8,d10,d12} is called the Character Pool (or just Pool, with a capital P).<br />
Roll the Character Pool six times, once each for the paired stats Brawn/Combat, Intellect/Knowledge, and Fortune/Finesse, and record the sum of each roll. <br />
Brawn, Intellect, and Fortune are your depth stats. They determine how large the dice can get in the pools that fall under the stat. <br />
Combat, Knowledge, and Finesse are the width stats, determining how many dice can be in each pool. <br />
Points in the depth stats can be exchanged at a 2:1 ratio (e.g., 4 points can be taken from Brawn to add 2 points to Fortune) but cannot be changed after character creation.<br />
The stats for width can only be changed after character creation using Character Points at a rate of 5(?) CP to increase the stat by 1.<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Depth                  Width<br />
Score  Max Rank   %    Score  Max Dice   %<br />
 1-11     1st      2%     5        1     &lt;0.01%<br />
12-17    2nd     22%     6-7      2      0.1%<br />
18-25    3rd     46%     8-10     3      1%<br />
26-32    4th     27%     11-14    4      6%<br />
33-39    5th      3%     15-19    5     23%<br />
 40       5th*    &lt;1%     20-25    6     40%<br />
      &nbsp;&nbsp;                  26-30    7     23%<br />
  &nbsp;&nbsp;                      31-34    8      6%<br />
  &nbsp;&nbsp;                      35-37    9      1%<br />
  &nbsp;&nbsp;                      38-39    10     0.1%<br />
    &nbsp;&nbsp;                    40       11    &lt;0.01%<br />
<br />
*Multiple dice of any size can be added together to make a Success</code></div></div>A pool starts empty {}. Using Character Points, pools are filled with dice: 1 CP to add a d4 and 1 CP to increase a die in a pool by 1 Rank.<br />
Two ways to earn Character Points. <br />
The first is by completing Adventures. These CP can be used to improve any pool or increase any width stat.<br />
The other is when every die in a pool is either a success or rolls the largest number on the die. A pool of {d4,2d6,d8} is rolled to beat a target number of 4 (more later on Target Numbers). The d6s and d8 are successes if the number rolled on each are greater than 4, which, in our example, they do, but the d4 cannot roll higher than 4, so if it rolls a 4 the die isn't a Success, but it does qualify the roll to an earned Character Point.<br />
CPs earned through pool rolls can be spent immediately to improve the pool that rolled it, applied to improve the width stat that the pool is under, or held for later use, but it <span style="font-style: italic;" class="mycode_i">must</span> be used on either the rolling pool or the pool's stat. A CP earned from a Combat stat cannot be used for Knowledge.<br />
<br />
Health: I'm still working on this. It might be purchase with CP, related to the stats in some way, have something to do with dice pools, or something else entirely]]></description>
			<content:encoded><![CDATA[or: How I Learned to Stop Worrying and Pool the Dice<br />
<br />
The skinny: Dice pools need to be built for everything -- spells, skills, proficiencies, etc. Stats don't provide the dice for the pools; stats limit the pool.<br />
<br />
The fat:<br />
There are five Ranks of dice: d4, d6, d8, d10, and d12.<br />
A set of one of each die {d4,d6,d8,d10,d12} is called the Character Pool (or just Pool, with a capital P).<br />
Roll the Character Pool six times, once each for the paired stats Brawn/Combat, Intellect/Knowledge, and Fortune/Finesse, and record the sum of each roll. <br />
Brawn, Intellect, and Fortune are your depth stats. They determine how large the dice can get in the pools that fall under the stat. <br />
Combat, Knowledge, and Finesse are the width stats, determining how many dice can be in each pool. <br />
Points in the depth stats can be exchanged at a 2:1 ratio (e.g., 4 points can be taken from Brawn to add 2 points to Fortune) but cannot be changed after character creation.<br />
The stats for width can only be changed after character creation using Character Points at a rate of 5(?) CP to increase the stat by 1.<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Depth                  Width<br />
Score  Max Rank   %    Score  Max Dice   %<br />
 1-11     1st      2%     5        1     &lt;0.01%<br />
12-17    2nd     22%     6-7      2      0.1%<br />
18-25    3rd     46%     8-10     3      1%<br />
26-32    4th     27%     11-14    4      6%<br />
33-39    5th      3%     15-19    5     23%<br />
 40       5th*    &lt;1%     20-25    6     40%<br />
      &nbsp;&nbsp;                  26-30    7     23%<br />
  &nbsp;&nbsp;                      31-34    8      6%<br />
  &nbsp;&nbsp;                      35-37    9      1%<br />
  &nbsp;&nbsp;                      38-39    10     0.1%<br />
    &nbsp;&nbsp;                    40       11    &lt;0.01%<br />
<br />
*Multiple dice of any size can be added together to make a Success</code></div></div>A pool starts empty {}. Using Character Points, pools are filled with dice: 1 CP to add a d4 and 1 CP to increase a die in a pool by 1 Rank.<br />
Two ways to earn Character Points. <br />
The first is by completing Adventures. These CP can be used to improve any pool or increase any width stat.<br />
The other is when every die in a pool is either a success or rolls the largest number on the die. A pool of {d4,2d6,d8} is rolled to beat a target number of 4 (more later on Target Numbers). The d6s and d8 are successes if the number rolled on each are greater than 4, which, in our example, they do, but the d4 cannot roll higher than 4, so if it rolls a 4 the die isn't a Success, but it does qualify the roll to an earned Character Point.<br />
CPs earned through pool rolls can be spent immediately to improve the pool that rolled it, applied to improve the width stat that the pool is under, or held for later use, but it <span style="font-style: italic;" class="mycode_i">must</span> be used on either the rolling pool or the pool's stat. A CP earned from a Combat stat cannot be used for Knowledge.<br />
<br />
Health: I'm still working on this. It might be purchase with CP, related to the stats in some way, have something to do with dice pools, or something else entirely]]></content:encoded>
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