07-23-2013, 11:34 AM | #1 |
Join Date: Nov 2012
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Rule of 16 - What's the Point?
Hi there,
Title pretty much says it all. I have no idea what the purpose of the rule of 16 is. |
07-23-2013, 11:41 AM | #2 |
Join Date: Sep 2007
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Re: Rule of 16 - What's the Point?
It's relatively easy to get a high skill level (20..25) with a single spell. It's cheaper to raise the attack by one level (4 character points) than it is to raise the defense (IQ/Will, HT). The Rule of 16 prevents mages with high skills from effectively ignoring resistance rolls. Skill-16 versus Will/HT 10 or 12 is a significant advantage. Skill-25 (average margin of success 15 points) means the resistance roll becomes pointless.
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07-23-2013, 12:26 PM | #3 |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: Rule of 16 - What's the Point?
What he said, combined with the fact that IQ/hard skills only costed 2 points on 3Ed.
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07-23-2013, 12:51 PM | #4 |
Join Date: Sep 2010
Location: Mannheim, Baden
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Re: Rule of 16 - What's the Point?
This gets worse if high IQ (16+) and Magery (5+) are allowed and within the starting point budget. A mage doesn't even have to invest many extra resources to have Charm and Flesh to Stone at 22+ in that case. And having spells at 20+ already gives a nice reduction to energy cost and casting time.
All in all, the Rule of 16 is pretty much needed in all but the most cinematic games. Even in very high-power games you might not want supers and mages to arbitrarily bend everyone to their will but others of their power level. Even with skill capped at 16 for this purpose you already have a good margin of victory over most mooks and normals. |
07-23-2013, 12:54 PM | #5 |
Join Date: Dec 2008
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Re: Rule of 16 - What's the Point?
The advice in the 'Skills' section of Basic is to spread out ones points, after level 20-25.
So, in the case of attacks, perhaps spend points on improving one's ability to strike repeatedly. In the case of skills, perhaps another way to accomplish the same thing. |
07-23-2013, 01:49 PM | #6 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: Rule of 16 - What's the Point?
I was never able to grasp how this one's supposed to work. Likewise with Buying Skills from Default - I cannot comprehend what these rules are or how they're supposed to go in play.
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07-23-2013, 01:53 PM | #7 |
Join Date: Nov 2012
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Re: Rule of 16 - What's the Point?
Oh, I see. I didn't realise that resistance rolls were basically quick contests; I'd assumed that they worked just like active defenses. That makes sense, thanks!
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07-23-2013, 03:53 PM | #8 |
Join Date: Jun 2008
Location: Provo, UT
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Re: Rule of 16 - What's the Point?
FYI, there are ways to raise the rule of 16. I think there's either an advantage or perk in Thaumatology that lets a mage increase that to the Rule of 17, or even the Rule of 18.
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07-23-2013, 04:09 PM | #9 |
Join Date: Sep 2004
Location: Canada
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Re: Rule of 16 - What's the Point?
On a spell-by-spell basis, yes. This is specifically to put the kibosh on Mr. "IQ+Magery 24" guy, who only ever puts one point in each spell anyways.
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07-23-2013, 04:44 PM | #10 |
Join Date: Jan 2010
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Re: Rule of 16 - What's the Point?
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