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#11 | ||
Join Date: Oct 2007
Location: Kentucky, USA
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GURPS Fanzine The Path of Cunning is worth a read. Last edited by Tyneras; 09-25-2020 at 08:48 AM. |
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#12 | |
Join Date: Jul 2009
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Healing spells are not, however, listed as Resisted spells. |
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#13 | |
Join Date: Oct 2007
Location: Kentucky, USA
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I'm just going to put this down as another reason GURPS Magic is the only 4E product with a 1 star review from me.
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GURPS Fanzine The Path of Cunning is worth a read. Last edited by Tyneras; 09-25-2020 at 11:41 AM. |
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#14 |
Join Date: Jun 2010
Location: Dreamland
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At first I thought that might be true but then I went through and thought about it and remembered that positive healing can't be avoided by things that would take damage from it in one version of That Other Game and in many other games I've seen. Maybe it was just a houserule for the sake of 'that's too weird without this rule'.
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#15 | |
Join Date: Aug 2018
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I think the key to constructing something along these lines would be to combine the expanded sound tables (they added decibal estimates - absent in Camapigns) from High-Tech with Tactical Shooting's rules for ear damage from nearby gunshots. This would give earmuffs a double benefit: because Hard of Hearing would protect you on it's own, even without the extra benefit of Protected Hearing which muffs give. Would love to find a way to fold Ear Clap into that somehow since it uses different deaf-crippling rules (in terms of when to resist, minutes of temporary deafness, etc) compared to Tactical Shooting. The "deaf in one ear, perfect hearing in other" could also be revisited too, maybe by using separate hearing rolls for each ear, or finding a way to approximate "effective hearing" depending on where sound source is oriented relative to the stronger/weaker ears |
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#16 |
Join Date: Oct 2007
Location: Kentucky, USA
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Or be consistent and treat all magic as resistible, and just deal with the fact that Magic 4E was a shamefully poor product.
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GURPS Fanzine The Path of Cunning is worth a read. |
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#17 |
Join Date: Jun 2010
Location: Dreamland
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Not all spells make sense as resistible. Damage spells are already bad enough, letting people further be able to resist the damage seems harsh. (I mean, this only further supports your second point)
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#18 | |
Join Date: Aug 2018
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of course you could take the Symptoms approach but in that case magic needs to require HP loss as the req instead of save fail. Maybe we just assume any spells that seem like they ought to be resistable but aren't, are likely because they are usually beneficial and the writers assume the will rolls would be voluntarily ceded? |
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#19 | |
Join Date: Dec 2007
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Some damage spells are resisted. Missile spells aren't because they aren't cast on the person you want to hit with the missile. |
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#20 |
Join Date: Jun 2010
Location: Dreamland
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I get what you are saying, but that same reasoning could let there be a death bolt that doesn't allow resistance because it's a missile spell.
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Tags |
decreased immunity, enhancement, healing, modifier |
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