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Old 07-23-2013, 11:34 AM   #1
LostWormOnItsWayHome
 
Join Date: Nov 2012
Default 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.
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Old 07-23-2013, 11:41 AM   #2
Anaraxes
 
Join Date: Sep 2007
Default 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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Old 07-23-2013, 12:26 PM   #3
gilbertocarlos
 
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Default 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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Old 07-23-2013, 12:51 PM   #4
Blind Mapmaker
 
Join Date: Sep 2010
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Default 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.
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Old 07-23-2013, 12:54 PM   #5
reddir
 
Join Date: Dec 2008
Default 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.
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Old 07-23-2013, 01:49 PM   #6
simply Nathan
formerly known as 'Kenneth Latrans'
 
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Default 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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Old 07-23-2013, 01:53 PM   #7
LostWormOnItsWayHome
 
Join Date: Nov 2012
Default 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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Old 07-23-2013, 03:53 PM   #8
Snaps
 
Join Date: Jun 2008
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Default 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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Old 07-23-2013, 04:09 PM   #9
Bruno
 
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Default Re: Rule of 16 - What's the Point?

Quote:
Originally Posted by Snaps View Post
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.
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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Old 07-23-2013, 04:44 PM   #10
lexington
 
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Default Re: Rule of 16 - What's the Point?

Quote:
Originally Posted by Snaps View Post
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.
Psionic Campaigns also has "No Rule of 16" as an enhancement for abilities.
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