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Old 08-17-2014, 04:59 PM   #31
Christopher R. Rice
 
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Default Re: Resistant: gain a resistance rolls where none apply normally?

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Originally Posted by vicky_molokh View Post
The question of the thread is mostly about how to fairly buy the right to use such a HT+Bonus-10 (or -8, which is my preference, but that's not as important) under the assumption that most characters don't get to use it.
It does not look like a valid Rules Exemption / Extra Option [1]. Or do you disagree?
I'd let it go campaign wide if it were my game, but yeah, it seems like a a perk to me now that SP brought up the -10 thing to my attention. I rather like that in fact - gonna use it myself.
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Old 08-17-2014, 05:01 PM   #32
sir_pudding
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Default Re: Resistant: gain a resistance rolls where none apply normally?

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Originally Posted by vicky_molokh View Post
The question of the thread is mostly about how to fairly buy the right to use such a HT+Bonus-10 (or -8, which is my preference, but that's not as important) under the assumption that most characters don't get to use it.
I'd just rule that you can use it if it matters. Mostly it isn't going to. I don't feel that giving HT 12 Resistant to Poison +8 guy a 50% chance to resist Cyanide is any more broken than that guy already is to begin with.
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It does not look like a valid Rules Exemption / Extra Option [1]. Or do you disagree?
Sure, that works. Extra Option: May make "impossible" resistance rolls with -10 Task Difficulty Modifier in addition to all other modifiers.

But again, I wouldn't bother. This seems like a reasonable house rule in situations where it would come up.
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Old 08-18-2014, 06:13 PM   #33
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Default Re: Resistant: gain a resistance rolls where none apply normally?

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Originally Posted by sir_pudding View Post
Robots or whatever. Does Immunity to Metabolic Hazards not work on Cyanide?
The way Basic treats cyanide? It seems like it shouldn't, but I'd probably treat it differently. I'd rather rely on my sense of what feels right in such cases.
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Old 08-18-2014, 06:16 PM   #34
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Default Re: Resistant: gain a resistance rolls where none apply normally?

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Originally Posted by Not another shrubbery View Post
The way Basic treats cyanide? It seems like it shouldn't, but I'd probably treat it differently. I'd rather rely on my sense of what feels right in such cases.
That seems a bit different from not allowing Immunity to something that doesn't allow resistance to be bought. I think. I am probably missing something.
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Old 08-20-2014, 07:44 PM   #35
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Default Re: Resistant: gain a resistance rolls where none apply normally?

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Originally Posted by vicky_molokh View Post
Mostly because using DR to resist Poison and similar effects seems to run counter to all precedents. Poisons are generally Contact, Blood and/or Digestive agents, and neither of those interacts with DR in the usual way (it either gets past DR completely, or is stopped completely).
And meaningful levels of Damage Reduction will be ridiculously overpriced: remember that Immunity to Metabolic Hazards is [30], and Immunity to Poison is [15].
An implied downside to those types of agents is the fact you can be immune to them (under Resistant). From reading over the Kromm quote earlier in this thread, I would just take 3/4 the price of immunity (since it's halfway to +8), or 3/8 for only +3.
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