Re: Resisting Magic

From: simon_hibbs2 <simon.hibbs_at_...>
Date: Wed, 02 Apr 2003 09:01:57 -0000

> Most of the "Resist Magic" abilities listed in the book are pretty
specific
> as to whether they resist Godplane, Soceryplane or Spiritplane
powers.
> ("Resist Pagan God", "Fight Spirit" and the like).
>
> For a generic "Resist Magic" Ability, I'd probably treat it like
a "Broad
> Skill" and charge extra HP for advancing, and require improv.
penalties on
> all uses of it. (better explained in HeroQuest).

IIRC "Resist Pagan God" and "Fight Spirit" are feats and spells, not abilities in their own right. The rules suggest that you can use pretty much any magical ability to resist magic, so I would guess that these are generaly used as augments to the character's highest magical ability.

The trick of buying Resist Magic as a plain ability, rather than as a more expensive and limited affinity, strikes me as being perfectly fair. If essentialy any magical ability can be used as a resistance anyway, why penalise people for specialising in it?

Finaly, I realy hate abilities with 'Always Inapropriate' stickers on them. I have generaly found are better ways to handle things than this.

Simon Hibbs

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