08-17-2014, 01:37 AM | #21 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Resistant: gain a resistance rolls where none apply normally?
I'm pretty sure that your premise may be a bit off here to begin with - Immunity to Magic should mean...immunity to magic, as in the non-damaging spells are covered by the Resistant to Magic advantage and the damaging ones are covered by DR. For example, Deathtouch should be stopped by DR (Cosmic, +50%) or DR (Malediction-Proof, +50%) - it's a melee spell which that ignores DR that doesn't have Cosmic. Death Vision is a spell that is resisted normally. Still, you might have a point with the toxins. Some of the poisons have very specific effects on human biology because...it's human biology. GURPS being humanocentric means that allowances must be made in the text. I don't see a problem with Resistant stopping non-damaging problems for things it covers - but damage (like toxic damage) isn't covered by Resistant. It never has been. That's straight up DR, so the toxic damage curare causes should probably be stopped by DR. I've always read most of those poisons as "You've ingested it - take some damage." So looking back at High-Tech it feels more a issue with the poison - not the system itself. That's speaking just as a GM here, not in any authorial capacity. I thought this was covered by Sean before when you asked the same/similar questions, but I can't find the thread. I wonder if you could use your advantage to use Abilities at Default (GURPS Powers, p. 173) to turn your Resistant advantage into temporary DR vs. the threat you are dealing with. Seems like you could make the DR supercheap by taking limited and maybe something like "Internal only."
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08-17-2014, 08:44 AM | #22 | |||
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Re: Resistant: gain a resistance rolls where none apply normally?
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I'm looking for something to represent extreme resistance to such stuff, but not outright immunity. In this specific thread, I'm looking at the 'can (depending on dice) resist Bad Stuff even if it normally offers no Resistance roll'. |
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08-17-2014, 03:04 PM | #23 | |
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Re: Resistant: gain a resistance rolls where none apply normally?
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08-17-2014, 04:04 PM | #24 |
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Re: Resistant: gain a resistance rolls where none apply normally?
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08-17-2014, 04:04 PM | #25 | |
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Re: Resistant: gain a resistance rolls where none apply normally?
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And meaningful levels of Damage Reduction will be ridiculously overpriced: remember that Immunity to Metabolic Hazards is [30], and Immunity to Poison is [15]. |
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08-17-2014, 04:19 PM | #26 |
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Re: Resistant: gain a resistance rolls where none apply normally?
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08-17-2014, 04:21 PM | #27 |
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Re: Resistant: gain a resistance rolls where none apply normally?
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08-17-2014, 04:27 PM | #28 | ||
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Re: Resistant: gain a resistance rolls where none apply normally?
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08-17-2014, 04:36 PM | #29 |
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Re: Resistant: gain a resistance rolls where none apply normally?
Really there probably shouldn't be any "unresistible" poisons, diseases or syndromes. There's no substance so toxic that even one molecule will kill 100% of organisms that it is exposed to (except something crazy like a stranglet).
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08-17-2014, 04:40 PM | #30 | |
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Join Date: Mar 2006
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Re: Resistant: gain a resistance rolls where none apply normally?
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It does not look like a valid Rules Exemption / Extra Option [1]. Or do you disagree? |
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immunity, poison, resistance, resistance roll |
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