01-22-2021, 08:58 AM | #21 |
Join Date: Feb 2016
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Re: Any way to reduce a target's Magic Resistance?
Magical is by definition a -10% source, it cannot be +0%. Now, you could use another source, like Divine (-10%), but that would not normally be available to mages.
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01-22-2021, 09:07 AM | #22 | |
Join Date: Mar 2016
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Re: Any way to reduce a target's Magic Resistance?
Why would it?
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01-22-2021, 10:02 AM | #23 |
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Join Date: Jul 2004
Location: Montréal, Québec
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Re: Any way to reduce a target's Magic Resistance?
I see no reason not to permit Affliction 1 (Will; Based on Will, +20%; Malediction 1, +100%; Negated Advantage, Magic Resistance 10 (Cosmic, Based on points, +50%), +30%; PM, ‑XX%) with almost any power modifier.
Malediction 1 puts it on an even playing field with Regular spells. Negated Advantage, Magic Resistance 10 (Cosmic, Based on points, +50%), +30% just means that instead of being a flat Negated Advantage, Magic Resistance 10, +20% that knocks 10 levels off MR but has no effect on stuff like Improved MR, it slices 20 points off anything built from MR. So IMR, at 5 points/level, drops by four levels instead of 10. As for PM: I think the most balanced ones would not be associated with spellcasting (so not Divine, Magical, Nature, or Spirit). In fantasy, I strongly recommend Cosmic, +50%, though I'd entertain Chi, -10%. Thus: Affliction 1 (Will; Based on Will, +20%; Cosmic, +50%; Malediction 1, +100%; Negated Advantage, Magic Resistance 10 (Cosmic, Based on points, +50%), +30%) [30]The latter is cheaper because the user could conceivably burn it out or lose access to it, and usually needs to buy Trained by a Master or something even to have it.
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01-22-2021, 01:22 PM | #24 |
Join Date: Dec 2007
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Re: Any way to reduce a target's Magic Resistance?
Well that just seems wrong. People pay a big price for having magic resistance. They should get something for what they've given up. If only "It takes someone longer to affect them".
Last edited by David Johnston2; 01-22-2021 at 02:40 PM. |
01-22-2021, 01:30 PM | #25 | |
Join Date: Apr 2010
Location: The Hall of Fallen Columns
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Re: Any way to reduce a target's Magic Resistance?
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01-22-2021, 01:38 PM | #26 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Any way to reduce a target's Magic Resistance?
Could remove the special resistance roll vs magical elixirs (change it to only add resistance if the effect is resisted), but 'it takes one extra turn and 8 extra fatigue to penetrate magic resistance 4' is a substantial penalty.
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01-22-2021, 01:43 PM | #27 |
Join Date: Dec 2007
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Re: Any way to reduce a target's Magic Resistance?
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01-22-2021, 02:28 PM | #28 | |||||
Join Date: Aug 2018
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Re: Any way to reduce a target's Magic Resistance?
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You could also design a custom spell to negate the advantage but obviously will have some trouble using it. M14's "Designing New Spells" is particularly dangerous by those using Ritual Magery since they can just default stuff to their college so in theory wouldn't need to actually invest in newly designed variants. Of course this requires negotiating with GM if a spell is legal in first place: you probably have to impress them, part of which is choosing an appropriate theme/college for the effects. Some stuff should just be off limits, like an Animal Spell which causes damage to rocks. M33 says "gains all the physical attributes of the new form." B67 has Magic Resistance listed as a mental trait, not a physical one. There probably should a physical version of magic resistance (someone possessing you can benefit, you can't take it with you when possessing others) which you could probably get by adding something like "requires HT roll" to it. Quote:
You could design certain anti-magic abilities as part of a "Magic" power modifier (P131) in which case the only possible source is "Magical -10%" meaning you always list that as "Magic -10%". No anti-magic abilities from P121 except Detect are listed as basic abilities of this power but it's semi-open ended as you can design advantages which emulate spells and we know there are anti-magic spells out there. This requires GM approval though. Using Wild Talent is another option since you could probably temporarily discover (maybe even permanently learn) anti-magic spells this way. Taking the -10% magical power modifier on Wild Talent with "spells only" actually seems kinda broken as you wouldn't be able to make use of temporarily learned spells in No Mana anyway... is this double-dipping? Quote:
Howl did not disagree with the idea of having a +0% Anti-Magic advantage, just defining it's source as magical Quote:
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I guess this helps emphasize the difference in origin vs. source that Powers elaborates on at P179, since having a different source (unlike having a different origin) also means a different power modifier, which would mean requiring this enhancement? So for example if I had Affliction (Negated Advantage: Damage Resistance 1 (origin: any; source: none, wild +0%) +5%) I could target any of these non-power wild advantages: DR 1 (origin: biological; source: none=wild +0%)but none of these: DR 1 (origin: biological; source: biological -10%)Unless taking this new cosmic enhancement? Nice to have clarification on this (Affliction a bit less scary than it seemed before) and a cheaper alternative to Variable Enhancements or Modular Abilities for debuffing a broader range of targets. Last edited by Plane; 01-22-2021 at 02:39 PM. |
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01-22-2021, 03:12 PM | #29 |
Join Date: Jul 2014
Location: New Zealand.
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Re: Any way to reduce a target's Magic Resistance?
Would an item fit as a way of reducing MR?
Do you use the staff of flame or the staff of unstoppable magic?
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01-22-2021, 04:57 PM | #30 |
Join Date: Aug 2004
Location: Helsinki, Finland
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Re: Any way to reduce a target's Magic Resistance?
If it's a monster ability, it just does what you say it does, no need to build it as an ability.
The same goes with any fancy spells the NPC wizards have come up with, just remember to have them burn any notes before the PC's show up...
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