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#91 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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[QUOTE=Taneli;2347551]
For ceremonial casting, you revert to gathering energy, with one gathering roll every five minutes (or even longer without Ritual Adept). This makes for long ceremonies, with plenty of time for enemies to interfere. It might even allow casting spells that aren't known or in an available source: this could be the equivalent of a prototype.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#92 | |
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Join Date: Jun 2010
Location: Dreamland
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Unless your point is that Immunity doesn't affect friendly spells and you only can't turn it off for hazardous spells. Then I apologize for making that assumption. |
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#93 |
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Join Date: Feb 2016
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Immunity (Magic) effects all magic.
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#94 |
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Join Date: Jun 2010
Location: Dreamland
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That seems pretty bad for 30pts (again, compare Static) and doesn't even make sense with the rules. Resistant blatantly only affects certain things, namely "noxious effects within a particular catgeory" and to resist those attacks. As recent thread has shown me, helpful spells don't have the ability to be resisted and don't have the modifiers that would let Resistant stop non-resistable effects.
On that note, as pointed above, RPM is likely the strongest magical system (that or maybe syntactic verb/noun magic without FP costs) largely for being able to get around many of the antimagic problems that exist due to sheer versatility in what you can do. Many forms of anitmagic only work against certain ways a spell is cast on something with Static and Mana Dampener being the best "stop all angles" approaches. |
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#95 |
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Join Date: Feb 2016
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Immunity works against effects of that type that do not allow for Resistance rolls (for example, Cyanide for Poisons and Malaria for Disease), so Immunity (Magic) works against all magical effects that target a character, whether they are resisted or not (unless DR or Protect Sense provides protection). There are diseases and poisons that potentially have beneficial symptoms (for example, a Fatigue Attack with Contact Agent could give Regeneration), but Immunity (Disease) or Immunity (Poison) would also prevent them from working.
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#96 | |||
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Join Date: Jun 2010
Location: Dreamland
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On topic, I also like "Magic as TL" where the 'tech' of the setting is actually just magic being commonplace. "Magic as Bang!" is a pretty fun subtle system where you pick a wildcard skill and treat the effects as magic, including things like impulse points the bang skill gives. |
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#97 | ||||||
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Join Date: Aug 2018
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Anyone know why Magic Resistance does such an extreme 'no spells at all' even at level 1, instead of just acting like a double-edged sword and penalizing?
Kind of like how Mind Shield works if you take the PP15 "Feedback" limitaiton. A soft cap. Resistant gives you bonuses to Resistance Rolls when you get them, while Immunity lets you automatically pass those rolls when you get them. You don't get Resistance Rolls at all against spells not listed as "Resistable", and even with those, you don't get Resistance Rolls if they critically succeed. That's where Magic Resistance seriously pulls ahead of Resitant to Magic / Immunity to Magic, because it can target the basic skill roll and cause failure, regardless of whether the outcome is resistible. By dropping skill below 16 or 15 you remove 6/5 as crit success results, so you only need to worry about the rarer 4/3 results. Also useful in creating more crit fails: especially in wild mana. I don't think lowering effective skill past 3 prevents attempts (since you may not know the penalties a applying to you when attempting it) but if it doesn't, it probably shouldn't be a crit success anymore, or even a success at all (like firing a skill 20 gun with -100 range modifiers) Static (Magic) is probably cheaper than the amount of Magic Resistance it'd take to adequatly lower the skill 99 of some ubermage. Mana Damper can sometimes compete but I don't think Static (Magic) can be counteracted by Mana Enhancer, that's in it's favor. Quote:
To make resistant optional (temporarily take off to try and fail rolls) you could make it switchable, usually on, "costs fatigue", try to "power block" with it and fail, etc... Quote:
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Though it's +10% for non-mages so maybe you mean that Quote:
Resistant isn't a listed example there if that's what you mean? Quote:
and P72 mentions "a power" providing protection against it's source should be forbidden, but that wouldn't prevent you from having "Immunity to Magic (Psionic Telepathy -10%)" as 1 power and a separate batch of magical powers. M12 similarly talks about powers protecting against their source, so Immune to Magic as a wild advantage (not a power, no source) would not clash with having Possession (Magical -10%) or similar. The interesting thing about magic is also that when you can resist, you can voluntarily waive resistance rolls, so you could take the +8 resistance and opt to waive it in cases where you trust the caster. I just don't know if the auto-success version is waivable in that way. P72 "Resistant and Immunity only help against threats that offer resistance rolls" Worth wondering if something "offers a resistance roll" in the situation of "I'm consenting to the spell". Quote:
B439 makes it sound like a "direct physical attack" (ie Toxic Attack) since it would lack the "Resistible" limitation. This can be respiratory, matching "Innate Attacks with these modifiers" on B80. We're told it doesn't apply where DR does, but since respiratory ignores DR that's no help... "do not have any any of the modifiers given above" and so forth. I guess maybe I'm wondering what the point is of DR (poison only, hardened) would be if ITDR does that, but I guess it would still be "forms of poison that don't ignore DR". Contact agents having a 15 minute delay is something I'd have trouble putting in Innate Attack terms... I guess it's like Onset / Exposure Time Maybe "Resistible on a HT-20 roll" would be like a -0% limitation and what things like this effectively are? It's just a strange jump to go from Resistant to Poisons +8 doing nothing (nor a Power Block doing +16) to the next step being a guarantee. Sort of like how P118 "Instant-Death Attacks" treats an HT-18 affliction as "instantly kill anyone with HT 20 or less" even though an effective HT of 2 is actually still supposed to let you have a resistance roll. |
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#98 |
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Join Date: Aug 2004
Location: Wellington, NZ
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No, I meant what I wrote, but I didn't think to check Thaumatology to see if it suggested a different pricing from the earlier Powers. Having had it pointed out to me, I agree that the latter cost makes much more sense, as +10% on such a cheap (at base cost) advantage is almost certainly way too good.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#99 | |
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Join Date: Jun 2010
Location: Dreamland
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But yes, it isn't strictly better, you're write. |
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#100 |
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Join Date: Aug 2004
Location: Seattle, WA USA
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After thinking this over for a while, and in answer to the original question, I think that it's clear that the "best" magic system varies considerably by the particular setting being used. For myself, my preferred magic systems include (in no particular order):
Sorcery - perhaps the best implementation of "magic as powers", I think. Personally, I think that Divine Favor can be considered a variation of this, or vice versa, but that's just a matter of taste I think. Psionic Powers - treated as magic. Path/Book Magic - there are some parts that didn't make a good transition from 3E to 4E and so I think should be adjusted, but it's still a wonderfully flavorful system. Vanilla Magic - along with many of the variations, such as Threshold-Limited, Clerical, altered colleges, and so on. But right now, my fantasy campaign under construction is looking to work with a combination of spirits and similar entities, the "Technicians of the Sacred" and similar ideas from Low-Tech Companion 1, and the ideas behind the Mystic (Practitioner) template in GURPS Horror or even the Mystic (Charlatan) template. So, kind of a "magic as powers" system, I guess, but also "magic as regular skills". |
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| Tags |
| magic, paut, ritual path magic, talisman of paut |
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