04-20-2021, 01:30 PM | #31 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Basic] Advantage of the Week: Magic Resistance
The problem with modeling magic resistance on Resistant is that 10 points for +3, 15 points for +8, strongly encourages just going up to +8. This isn't normally an issue because resistance penalties for non-quick contest abilities are usually pretty modest, so +3 might already be 13- (83%) chance of resisting, and 5 extra points for 98% is questionable value, but when you're looking at a quick contest against a 16 it could be pushing you from 30% to 70% resistance.
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04-20-2021, 04:43 PM | #32 | ||
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Advantage of the Week: Magic Resistance
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I did some quick numbers to see if I could find a good solution that preserves current values and... no. May have to table going in depth until we hit Resistance for the BAotW. Quote:
When I think of it, I mostly think about direct combat applications and that... well... that doesn't strike me as a huge issue. I don't think there always needs to be an option where the Body Control or Mind Control mage can use Body Control or Mind Control College Spells (sorry, I know these are 3e Colleges... don't have my 4e stuff handy, and going from memory). When it comes to more broad colleges, I'm used to having other answers, from the simple (Missile Spells), to the still-not-complicated; indirect uses of magic on the subject. Meaning I'm used to: Oh, Magic Resistance! Better not try Mass Sleep. What to do...
I get it, that is oversimplifying but... that's the problem. The Standard Magic System is pretty generous at presenting options. Most mages I've built - and maybe it just shows how bad I am at it, wouldn't have been without options if they faced foes with high levels of Magic Resistance. I was mostly a way for characters with one or more low Attributes to more easily resist spells. I assume that was why Ogres in Fantasy Folk had it; so that Ogres wouldn't be oddly easy pickings for most mages.
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04-20-2021, 05:22 PM | #33 | ||
Join Date: Jun 2010
Location: Dreamland
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Re: [Basic] Advantage of the Week: Magic Resistance
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+1 - [5] +2 - [8] +3 - [10] +4 - [11] +5 - [12] +6 - [13] +7 - [14] +8 - [15] But that feels wrong. Then again, I also find +8 being half instead of 2/3rds to seem off (which I had assumed it was for a long time). Considering that resistant to magic does work differently than resistant to (say) metabolic hazards (since it would mostly result as part of contests and not random noxious stuff), then I could see two changes; Resistant also gets in your way as a further downside of magic. If they choose to resist, you get their bonus as a penalty, as per Magic Resistance. Resistant goes up in bonus more slowly. Using my original thoughts on Resistant, that means it would be 20pts for +8, which means each bonus starts at about 4pts and starts to get cheaper as it goes up, maybe topping at +10 for 25pts. Actually immunity means never worrying about die rolls and further being able to resist a few more spells that don't normally have resistance rolls but would be stopped by immunity. Quote:
If we were to break resistant down into equal cost levels, Immunity might just be close enough to +10 that we could just say +1 is 3pts and go up from there. It's close enough to +3. But I'd rather try to find out why +8 is 15pts before I jump that gun. |
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04-20-2021, 06:49 PM | #34 | |
Join Date: Mar 2016
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Re: [Basic] Advantage of the Week: Magic Resistance
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1) It's much higher than the +3 version despite not being a lot higher in price because of diminishing returns. 2) It costs much less than full immunity because any chance is a lot more than no chance, and the +8 version also doesn't affect things that don't give a roll. |
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04-20-2021, 07:40 PM | #35 | |
Join Date: Jun 2010
Location: Dreamland
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Re: [Basic] Advantage of the Week: Magic Resistance
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04-20-2021, 09:32 PM | #36 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Advantage of the Week: Magic Resistance
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I think what awesomenessofme1 is saying is true to a certain point, but when it comes to actually building a character, I'm usually fixating on a target number and not how "Wonderful, I'm now X% more likely to succeed when there are no modifiers!". If it is something I don't want to sweat, I want to roll against a 16. If I expect to roll at a penalty often enough, I might aim for 18, 20, etc.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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04-21-2021, 06:31 AM | #37 | |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: [Basic] Advantage of the Week: Magic Resistance
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04-21-2021, 08:54 AM | #38 |
Join Date: Aug 2004
Location: U.K.
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Re: [Basic] Advantage of the Week: Magic Resistance
Heh. I forgot that I gave it that value for Magic Resistance in Thaumatology, and referred to Powers, where Switchable is a flat +10%. Careless of me. For that matter, Thaumatology should have been more explicit about the fact that it was superseding Powers in this respect.
I must admit, though, that while I've used Magic Resistance on my own characters, I've never taken it to a level where a healer with a decent rating in some healing effect couldn't bull through it - or where that +100% to cost would be overwhelming. It tends to be there on my characters as a nice little extra bit of resilience rather than as functional immunity.
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04-21-2021, 03:37 PM | #39 | |
Join Date: Dec 2012
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Re: [Basic] Advantage of the Week: Magic Resistance
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04-21-2021, 03:45 PM | #40 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Basic] Advantage of the Week: Magic Resistance
You could always take Magic Resistance (Resistance Rolls Only, -X%). That's half as effective against resisted spells (since it doesn't penalize skill) and entirely ineffective against non-resisted hostile spells like Deathtouch, but almost all hostile spells are either resisted or wouldn't be affected by magic resistance in the first place (missiles, jets, etc).
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