04-16-2021, 08:01 AM | #11 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: [Basic] Advantage of the Week: Magic Resistance
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Most players that have taken magic resistance in my games have taken some sort of modified version to let friendly magic work on them. Quote:
I like resistances and anti-powers, but I also like to have them planned out before the campaign, and I have a dislike for "full range" magic that can achieve any possible effect. So in overgrown secrets there are four fields of magic that exist (soul, body, movement, and light), and resistance to soul magic is a major element of the setting (the other three, not so much), and its not hard to design a setting with that, and the magic really hasn't been broken at all. magic resistance is kind of boring in that context, because its all or nothing. I've never seen someone use it to be resistant to only one kind of magic. But it they're up against equally broad magic, I suppose its forgivable.
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04-16-2021, 03:05 PM | #12 | ||
Join Date: Jun 2010
Location: Dreamland
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Re: [Basic] Advantage of the Week: Magic Resistance
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04-16-2021, 03:11 PM | #13 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Basic] Advantage of the Week: Magic Resistance
If you've got magic, you're going to get countermeasures against magic, just like if you've got high tech, you have technical countermeasures, and if you're the only person with those abilities, it's unusual background time. That said, magic resistance is a poor mechanic for that sort of thing, because it's exotic; countermeasures against magic should just be a routine part of equipping or training yourself, on a par with wearing armor or having active defenses, and they shouldn't be binary 'either it works perfectly or not at all'.
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04-16-2021, 04:00 PM | #14 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [Basic] Advantage of the Week: Magic Resistance
I've occasionally been guilty of this and I think in small doses, it's fine. But magic in a campaign unless it has some serious restraints can create plot holes the size of the Milky Way. Like Eric, this is why I like antipowers - it keeps the mages in line, but let's them do there thing. (Though that's easier said than done.)
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04-16-2021, 04:31 PM | #15 | ||
Join Date: Jun 2010
Location: Dreamland
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Re: [Basic] Advantage of the Week: Magic Resistance
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04-16-2021, 04:56 PM | #16 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [Basic] Advantage of the Week: Magic Resistance
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I think in general you need to give defenses to the opposition for magic and Magic Resistance is a way that can be done. Maybe it's a temporary potion or elixir, maybe it's a one-use magic item, whatever it is when dealing with smart foes they should take precautions and the GM should make sure their players know that.
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04-16-2021, 09:59 PM | #17 | |
Join Date: Jun 2010
Location: Dreamland
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Re: [Basic] Advantage of the Week: Magic Resistance
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I also notices you said Shape Earth which makes me think you are using Magic, which I completely believe is bonkers broken. In my experience, all that system does is let PCs feel like either gods or worthless with little control over which. |
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04-16-2021, 10:05 PM | #18 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [Basic] Advantage of the Week: Magic Resistance
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Shape Earth caused issues until I put a muzzle on it. And yeah, standard magic has it's warts. It's useful for DF and that's about it in my opinion.
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04-16-2021, 10:48 PM | #19 | |
Join Date: Jul 2008
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Re: [Basic] Advantage of the Week: Magic Resistance
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04-17-2021, 12:21 AM | #20 |
Join Date: Jun 2010
Location: Dreamland
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Re: [Basic] Advantage of the Week: Magic Resistance
Neat thing I remembered; Someone I know used MR as a power talent for anti-magic. The reasoning went that there were so few rolls used in that power set that it ended up fair. No idea how well it did, but I could see it.
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advantage of the week, magic resistance |
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