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#1 |
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Join Date: Jan 2011
Location: alocal
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You could also set a relative limit, so to say. For example a cap of resisting attribute + 6. Against average people, the effective skill would be 16, as usual. For more remarkable opponents, it would be a little higher (FREX HT 16 would make for a skill cap of 22).
Here's a better example: Mr. Archmage knows Stone to Flesh at 25. First, he tries his spell against Mr. Average who, as one would expect, has HT 10. Since the cap is Attribute+6, Mr. Archmage rolls vs. 16 (Mr. Average's HT of 10, plus six); while Mr. Average rolls against 10 (his HT). If Mr. Archmage tried to affect Mr. Resistant (HT 16), it would work like this: Mr. Archmage would roll against 22 (which corresponds to Mr. Resistant's HT of 16, plus six); and Mr. Resistant would roll against 16 (his HT). This means that skilled opponents will always have better chances of affecting more vulnerable opponents, but not overwhelmingly so. You could always lower the cap to attribute+4, for example. I'm not very good at statistics, so I won't crunch any numbers. But I'm pretty sure there's an acceptable margin there somewhere, just not sure if it's really attribute+6. |
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#2 | |
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Join Date: Jul 2008
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Quote:
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#3 | |
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Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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The odd thing about resistance rolls vs. spells, to me, is that if you critically succeed with a resisted spell, the victim gets no defense (per Magic p. 13, for example).
Any other success, and they resist normally with a contest mechanic, and must beat your margin of success. They can neither critically succeed or critically fail. You, however, are limited by the Rule of 16. So it's a skill roll vs. a contest mechanic, rather than strictly a Quick Contest. Oddly back in 1e-3e days, you could effectively critically fail your spell resistance rolls - there was an example of a badly blown resistance roll by an orc vs. a Mass Sleep spell. In the 1e GURPS Fantasy, pg. 10: Quote:
But like I said, back in the day. I'm talking 1986 and 1st edition GURPS Fantasy. I do think the current rules are a bit odd, though, and we've long house ruled that a 3-4 always resists a spell and a 17-18 always fails to resist. It doesn't seem to break the game, even if you otherwise retain the Rule of 16, like we do.
__________________
Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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#4 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#5 | |
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Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Quote:
Update GURPS Magic as much or as little as you want, spells automatically overcoming resistance on a critical is in BASIC SET.
__________________
Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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#6 | |
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Join Date: Jun 2010
Location: Germany
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Quote:
Hmh, okay, in this case I see even more readon to go with my houserule. Goodbye magic resistance threshold of sixteen!^^ |
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| Tags |
| magic, malediction, resisted, rule of 16 |
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