Re: Magic vs. Non-Magic Resistance

From: Nick Eden <nick_at_...>
Date: Wed, 22 Oct 2003 18:57:17 +0100


On Tue, 21 Oct 2003 23:50:10 -0400, Doug wrote:

>"Mike Holmes" <homeydont_at_hotmail.com> wrote:
>>
>> If I have a mundane Ability named Jump 13 and I try to jump a garden
>> wall that's Tall 10 for leaping purposes, I'll probably win. But
>> jumping over a Tower with a Tall 10w5 means that I'll fail almost
>> certainly.
>>
>> If I have a magical Ability named Great Leap 13 and I try to jump the
>> wall, I'm more likely to lose as the resistance goes up to 14. But I
>> have the same chance of leaping the Tower as the wall.
>>
>> Do I have the rule right? If so, what's the rationale for this?
>> Besides, "FU, it's magic"? I mean, doesn't this make magical
>> abilities potentially incredibly powerful at low levels? What am I
>> missing? In HW, 14 was the minimum resistance for Magic. Not the
>> default for things that have no special magical resistance, but the
>> default for things that had no resistance at all. Has that really
>> changed?
>
>Check the HeroWars archives, but I seem to remember that this was
>handled by letting the wall augment from its "tall". That garden wall
>gets a +1 and doesn't change much. The tower that rivals Kero Fin gets
>a +11 raising its effect resistance to 5w1. It still isn't going to
>stop any high power magical jumper, but it certainly makes it more
>challenging for most folks.
>
>I don't see any reason you can't use this same trick in HQ, but I
>haven't read the rules yet, so I could be wrong.

That doesn't make any sense. You could maybe augment the standard worldly 14 with +1 or +11, but you seem to be augmenting the Tallness of the tower with the Tallness of the tower.



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http://website.lineone.net/~york_bsac

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