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Old 05-19-2011, 09:21 AM   #15
chris1982
 
Join Date: Nov 2006
Default Re: [DF] Some ideas to make damage dealing casters more effective in DF games

Quote:
Originally Posted by Kuroshima View Post
Designer Notes
The spike spells are regular spells, not missile spells, but they're not resisted. They deal low to moderate damage, and always cost energy. Magical Potency is a Striking ST equivalent for them. As they are not missile spells, they're cast on the same turn as they take effect, require no additional roll to hit, and the target gets no active defense. DR, however, protects normally.
I just want to point out that usually no resist roll + no active defense allowed is a big NO NO in GURPS. No power / ability that I know of exists that can do that, not even with Cosmic.

Why would it not be possible to dodge or resist even for a superhero?
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